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Best Education Path To Learn Video Game Programming?

Proudrooster writes "Fellow Slashdotters, I have transitioned to teaching and my students have asked me what is the best path to take to work in the video game programming industry. Which would be of more benefit: pursing a Computer Science degree or taking an accelerated program like those at FullSail? I have a CS degree, and suspect that the CS degree would be of more benefit in the long run, but I would like anyone in the industry to share their wisdom and experience with my students trying to follow in your footsteps. If you could recommend some programs in your replies it would be appreciated." A couple other questions that might help those students: what non-academic methods would you recommend to students looking for a career in the games industry? What projects and tools are good starting points for learning the ropes?

240 comments

  1. The first thing you need... by sgbett · · Score: 5, Insightful

    ...is a degree in living on bread and water from what I hear!

    --
    Invaders must die
    1. Re:The first thing you need... by rainmouse · · Score: 5, Informative

      Depends what area they want to work as. If its the code monkeys then its a strict diet of c++, trigonometry, matrices and physics.
      For a modeller they need to be making an awful lot of organic models, both low and high poly counts if they want to impress any companies. Blender is a great free tool to get them started on this and the alternatives such as Autodesk 3d max are generally only reachable by pirates, the rich and the corporates. Remind them that for a port folio to put their very most impressive work on the first frame or page because that's often all that is looked at.
      For audio engineers get them coding in synths in c++ and editing / recording wavefiles and encourage them to learn a good lump of sound engineering as well, there are many books on the subject. Remind audio engineers that vacancies in this field are few and far between and sadly the jobs often go to some managements totally unqualified mate because he was once in a band and they smoked hash together in college.

      Most importantly get them learning these skills by making mods or their own games which is essential if they want to have any decent work to wave under the nose of an employer or have a basic idea how to start up a company for themselves.

    2. Re:The first thing you need... by rainmouse · · Score: 2, Interesting

      Please note, from what I've seen port folios count for a lot more than degrees in games development, which are usually either soft courses or badly written and usually using technology 5+ years out of date. There are some good ones out there but they are few and far between.

    3. Re:The first thing you need... by MobileTatsu-NJG · · Score: 5, Informative

      Blender is a great free tool to get them started on this and the alternatives such as Autodesk 3d max are generally only reachable by pirates, the rich and the corporates.

      Uh, no, guide them into using the software they'll be expected to use at the studio they wish to work at. Virtually all of them offer student pricing. Some places will let you in if you model in a different app (I've had it happen myself), but it's a much steeper uphill battle. You pretty much have to have made a name for yourself before anybody'll extend you the credit you'd need make up for the lack of experience with the package. The money you'll lose by having to accept lower pay or by going through un-paid training will easily exceed the ~$400 you'd spend.

      I don't disagree with your whole post, just this one comment. :)

      Remind them that for a port folio to put their very most impressive work on the first frame or page because that's often all that is looked at.

      This is so spot on I wanted to make sure it was mentioned a second time. I also wanted to add one little bit: Don't show crap work to make your reel seem longer. Nobody's looking at the length of your reel to get a feel for how long you've been working. They are, however, looking for potential ... areas of improvement... you might have, and that will affect your value. You're being graded not just on what you show, but what you choose to show. The reason for that is you have the same interaction with your clients. I've worked with guys who have set directors into orbit because they showed something far too early to be seen. (Actually I'm guilty of it myself, it's sooooo tempting to prove you've started on something but they often don't understand the concept of 'filling in the canvas'...)

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    4. Re:The first thing you need... by cappp · · Score: 3, Informative
      Have a look at the big guys' recruitment pages and click through to all the game specific roles. There's EA and Activision to start with, and a bunch of smaller places around - check the listings on the most recent metacritic game reviews to find company names if you're drawing a blank. The job-ads are going to give you a far better idea than most of what we can come up with.

      I clicked through to a random Bioware position and they were asking for

      Master’s degree in Computer Science, Computer Engineering, Mathematics, Physics, or related field. In the alternative, we will accept a Bachelor’s Degree in Computer Science, Computer Engineering, Mathematics, Physics, or related field, plus five years of progressive post-baccalaureate experience in the job offered, or as Software Develope

      as well as a variety of random experience and specific programming knowledge.

      So it's a little of column A and a little of column B really - portfolio and degree combined.

    5. Re:The first thing you need... by dcollins · · Score: 4, Informative

      Disagree. Worked several game jobs and have many friends in the industry. Pay for programmers is fairly high. But you'll be working ~100 hour weeks for it. So on an hourly basis (and more generally, life-commitment), it's fairly low compensation.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    6. Re:The first thing you need... by Anonymous Coward · · Score: 0

      from what I have been told at careers fairs etc. most places want a degree (or a masters) in computer science, maths or physics for the programmers

    7. Re:The first thing you need... by TheRaven64 · · Score: 2, Insightful

      Have a look at the big guys' recruitment pages

      Good advice, as long as looking is all that you do. From what I've heard from the people in the industry that I know (not many, admittedly), working for one of the big game development companies is the opposite of fun. Low salaries, boring projects, long hours, and abusive management are considered normal. The smaller companies generally provide a much better working environment.

      In any case, the degree is largely irrelevant. They really care about experience. Write a mod for a popular game, or write an open source game. Even write some technology demos or simple web games. Concrete evidence that you are motivated to write games and have the skills to do so are a lot more important than the degree. A degree in computer science will give you the theoretical background that you need, but it won't do anything to set you apart from the other hundred applicants who also have a degree in computer science. A degree in game programming shows them that you want to take shortcuts.

      --
      I am TheRaven on Soylent News
    8. Re:The first thing you need... by lowrydr310 · · Score: 3, Interesting

      From what I've heard from the people in the industry that I know (not many, admittedly), working for one of the big game development companies is the opposite of fun. Low salaries, boring projects, long hours, and abusive management are considered normal. The smaller companies generally provide a much better working environment.

      I have a handful of friends who work at one of the big name developers. This is exactly the case. This is only a guess, but it's probably because of supply and demand. There are so many people who want to work in the industry that many are willing to accept long hours, low salaries, and abusive management. If you don't accept these terms, someone else gladly will.

      Now I also have a bunch of friends who work for a flash game developer (think facebook games); it's a much different there than it is that console/PC game studios. They work long hours, but they all have fun doing it and they get paid very well.

    9. Re:The first thing you need... by VolciMaster · · Score: 1

      Have a look at the big guys' recruitment pages and click through to all the game specific roles. There's EA and Activision to start with, and a bunch of smaller places around - check the listings on the most recent metacritic game reviews to find company names if you're drawing a blank. The job-ads are going to give you a far better idea than most of what we can come up with. I clicked through to a random Bioware position and they were asking for

      Master’s degree in Computer Science, Computer Engineering, Mathematics, Physics, or related field. In the alternative, we will accept a Bachelor’s Degree in Computer Science, Computer Engineering, Mathematics, Physics, or related field, plus five years of progressive post-baccalaureate experience in the job offered, or as Software Develope

      as well as a variety of random experience and specific programming knowledge. So it's a little of column A and a little of column B really - portfolio and degree combined.

      So, in other words, just like any other field - you need a diverse background, and experience is a big plus.

    10. Re:The first thing you need... by Anonymous Coward · · Score: 0

      Just FYI, but if you're a student in an accredited program, Autodesk has a program to provide Maya, 3ds max and their cad programs for free. They also just recently updated their licences to run for 3 years, up from 6 months. No need to pirate anything. Wish Adobe did this...

    11. Re:The first thing you need... by GooberToo · · Score: 1

      We have a winner.

      Game programming, save only for a select, privileged few, is considered the bottom rung of the programming field. Part of the problem is that so many are ignorantly waiting in line to be walked on by the rest of the the programming field. This means they are absolutely free to be used and abused as any company sees fit. This also means being one of the most poorly paid in the industry. And most will tell you, its not fun work. You wind up implementing and/or tweaking the same stuff over and over and over again. Its called drudgery. And its no surprise that game developers have one of the highest burn-out rates in the industry.

      So by all means, if you love extremely boring work for extremely long hours and extremely poor pay, while having almost no life, by all means go work in the video game industry.

    12. Re:The first thing you need... by Anonymous Coward · · Score: 0

      If you are a student you can get access to any autodesk product, the pro versions for 3 years for free. Great service they are providing.
      http://students.autodesk.com

    13. Re:The first thing you need... by cgenman · · Score: 1

      One of my old co-workers was tasked with hiring artists. All he wanted was 4 - 6 amazing images. That was enough for him to tell the person's style, and their level of artistic sophistication. Any more, and he just clicked away... or he found things to complain about, which never helped anyone's chances.

      By all means, produce as much as possible. Working quickly on smaller projects (1 person, 1 week) are great ways to get better at your craft. But for your portfolio, take a critical look and only put in 5 of your very best pieces.

    14. Re:The first thing you need... by fahlesr1 · · Score: 1

      I took some game programming courses in college and played with both C++/DirectX and XNA. If they are just getting started, XNA is a good route to go if they want to build a complete game quickly to see what its like. Its a good tool if you want to focus on things such as game design, story, and just making the game fun. It is not a good indication of "real" game programming however. If they are still serious after building a complete game in XNA then throw C++ and DirectX at them.

      I think too many kids want to go into game programming cause it sounds sexy, not realizing there are much more interesting programming jobs out there. As far as degrees go, definitely a four year liberal arts college with a good computer science degree. There's a lot of valuable things outside of your vocation you learn at a liberal arts school. A CS degree is also just way more flexible.

    15. Re:The first thing you need... by MobileTatsu-NJG · · Score: 1

      By all means, produce as much as possible. Working quickly on smaller projects (1 person, 1 week) are great ways to get better at your craft. But for your portfolio, take a critical look and only put in 5 of your very best pieces.

      Well said. I do have a tip about this, though. It is really hard to pick a piece and then stay with it. Your interests wander, especially when you hit a 'not-fun' bit. I spent a year doing that with nothing to show for it. I hate this. This sort of 'laziness' really roughed up my morale.

      To combat this I took on 'free-work', i.e. work that doesn't pay in order to fill in my portfolio. There are people that scoff at the idea of working for free, claiming it devalues the work of other artists. I personally don't believe that. Whether or not you get paid you get work experience. You need that experience to get work. It's that stupid catch-22 that bites every aspiring artist. The 'free' work I did was under these conditions: "I can show whatever I want when I want." and "I choose when I'm done, not you. You want a deadline? You pay for it." What did this buy me? First, I could make it as lovely as I wanted. (It has been my experience that people asking for free-work don't have high standards, sometimes just out of respect for the fact that the work is 'free', so it was up to me to raise them.) Second, the in-progress updates of my work were being posted on popular web forums. Believe it or not, the actual work-in-progress updates got me more attention than the final pieces themselves. It also bought me a new entry in my resume, giving me more experience to boast about.

      I highly recommend this approach, especially to people like me who aren't super-strong in the self-starter department. The whole point of this line of work is that you're challenges to create pieces to other people's standards. Your portfolio should represent that, that's one of the reasons why the reels based on actual work look better than the ones you pursue for your own ends.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    16. Re:The first thing you need... by Anonymous Coward · · Score: 0

      Also gotta learn how to take it up the back side without lube and be thankful for it.

    17. Re:The first thing you need... by Anonymous Coward · · Score: 0

      That's not true in all companies. Some do indeed force their artists, designers and programmers into working 70 hour weeks for months at a time - and none that I know of pay overtime. When you're young and single - you'll be happy to do it (or else you're in the wrong business). When you get older and have a family - not so good.

      BUT that's not a universal thing. The company I'm at now - and the one before that both had fairly strict "no crunch" rules. Over the past three years, I've worked past 40 hours on just a handful of weeks close to a 'drop-dead' deadline. I've never worked more than an 80 hour week in my entire career. I'm a senior programmer - way up the seniority ladder and earning $130k - but not many people get that far.

      The thing to avoid at all costs is becoming a game tester. Those guys earn minimum wage *AND* do long hours...very few stick at it for more than a couple of years. The idea that you get paid for playing video games is sufficiently attractive to make far too many gullible kids do the job for almost $0. The truth is that you'll be playing the exact same video game (and to start with, the exact same level of that game) over and over and over for two or three years. If anything sucks the joy out of playing games...that's it! Most game testers use it as a "way in" to the business without getting a degree. Don't do that.

      As for Full Sail versus a regular degree - it's tough. Full Sail is purely, intensively video game training - nothing else. It's probably easier to get your first job with a Full Sail degree. But you learn so narrowly that it would be exceedingly tough to get a job doing anything else. Hence, I'd recommend a regular computing degree...but make a portfolio by writing games yourself in every spare moment you have.

      If you can somehow get a summer internship at a real game company - grab the opportunity with both hands - even if the pay is $0 (which it often is unless the law prohibits it). Nothing impresses more at the interview for your first job than "I worked at XXX for three months over the summer - and my boss there gave me this recommendation...".

      Good luck - for all of the problems, I wouldn't work at anything else!

          -- Steve

    18. Re:The first thing you need... by csartanis · · Score: 1

      Don't do it. If you do, double major in math. If you can't, you can't do professional game dev either.

    19. Re:The first thing you need... by Anonymous Coward · · Score: 0

      They'll also be out of a job in two years' time when their Flash skills no longer translate to the real world.

    20. Re:The first thing you need... by Altrag · · Score: 1

      You've got to keep in mind that they're going to be asking for the stars when they really only want the moon, because they know that candidates are going to pad their resumes to some degree.

      The person who walks in with an impressive port folio but doesn't quite make the requirements is going to have a huge advantage over the person who has the requirements but a poor or non-existent port folio.

      Remember, the port folio says what you can actually do. The degree only tells them that you absorbed enough of the professor's lectures to pass the test without any indication that you pulled any deeper understanding out of the information.

      Experience always wins over education if everything else is equal. Of course experience AND education is better still!

      Of course the real trump card is knowing someone in your target company with enough pull to get you in the door. Even if you just start with a crummy position that you don't like, once you're in the company you're 3/4 of the way to the job you want -- just get chummy with the department you're interested in and when a position opens up, you're a good several steps ahead of any outside candidates.

    21. Re:The first thing you need... by Anonymous Coward · · Score: 0

      ...is a degree in living on bread and water from what I hear!

      Read this book; it's being taught in colleges and universities and at major game companies.

      http://www.amazon.com/dp/158065066X?tag=skippresswrit-20&camp=0&creative=0&linkCode=as1&creativeASIN=158065066X&adid=15N76W1E6DN6V5KFH0MY

      (Sorry, forgot my log-in, I didn't write it, just edited it.)

  2. Oh boy by DurendalMac · · Score: 5, Informative

    Teach them that unless you're working for a good indie studio, game development is a great way to have your soul crushed into little pebbles of shit.

    1. Re:Oh boy by flnca · · Score: 0

      That is true for almost any kind of software development, especially when you're young and inexperienced. Deadlines will get young coders to begin a frantic struggle for keeping the deadline, which they will overshoot with most certainty, b/c of all the bugs they create in the code and have to iron out later. Software projects in any industry are a costly matter, and if the result is any usable depends largely on the pool of developers. It is always a good idea to have a couple of seasoned pros on the team. Young and cheap programmers often cost much more money in the end. In the industry, millions are being wasted and jobs are lost constantly b/c of that. Greed and bad management are ill advisors for a software project.

    2. Re:Oh boy by zwei2stein · · Score: 5, Insightful

      In fact, if you really like developing games, you ought to take 8/5 corporate soul-crushing job (that will crush your soul much, much less) and just make games in your spare time (or at work during downtime) for fun.

      Being full-time game devs is not any more glorious than producing yet another client address screen. It is easy to get excited by stuff like playing throught HL2 episodes with commentary on or by reading blog of some lead dev/indie dev/wanabee-dev-smartass, but kids should realize that they are not going to be the ones making interesting decidions and artfully crafting game but peons building someone elses vision under incredible time constraint. Each company only needs few people who say "At this point, we will add x to enforce dramatic tension.". Becoming one of them is unlikely.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    3. Re:Oh boy by Nursie · · Score: 1

      Yeah, it's really not the same.

      I have (surprisingly) a lot of software dev friends. The ones that got into the games industry worked obscene hours under huge amounts of stress and for less money compared to the others. Only one person I know stuck with it and now, a decade later, she's got the experience and skills to call the shots a little more. I guess it's like going into 'the city'. They'll work you like a dog for a decade. 90% burn out and go off to do something else. the 10% left get an easier ride afterwards.

    4. Re:Oh boy by IAmGarethAdams · · Score: 1

      Interesting to note that Goldeneye 007 for the N64 was developed almost entirely by developers working on their first game:

      I should mention that the entire team was very green. 8 of us had never worked on a game. Andy Smith had worked on a few at Rare. I had worked on one at Rare and written countless games back in prehistory as a hobbyist, but those one-person games don't count really do they? But overall the team was very talented and very dedicated. When I selected people I was looking for three things: talent in their field (obviously), an affection for the Bond universe, and a deep understanding of games. Six of the people on the project could easily be given the job title game designer. This is a ridiculously high ratio, and explains a lot. One person can't design an original game, it just isn't humanly possible. Six have a chance, with proper coordination. Regarding dedication, several of us commonly did 80 hour weeks and occasional 120 hour weeks. I averaged an 80 hour week over the 2 and a half years of the project. The talent and dedication of the team was pivotal to the quality of the game. One more reason for success.

    5. Re:Oh boy by UnknownSoldier · · Score: 4, Informative

      > One person can't design an original game, it just isn't humanly possible.

      Uh, did you miss the WHOLE gaming scene in the '70s and '80s? i.e. http://en.wikipedia.org/wiki/Jordan_Mechner of Karateka fame.

      Having shipped multiple professional game titles on various consoles/PC, worked with some very talented designers, and met Jenova Chen, I *strongly* disagree.

      Rare, yes, impossible, no. (Granted it is becoming harder, but indies keep showing the "the biz" just what is "possible", aka "World of Goo.")

      --
        Educate comes from Latin 'educere' -- meaning to draw out, not "fill up with useless facts"
          - Michaelangel007, 2005

    6. Re:Oh boy by Anonymous Coward · · Score: 1, Insightful

      "That is true for almost any kind of software development, especially when you're young and inexperienced"

      No it's not, it's completely different. In the games industry you're not staying late to fix a few bugs you've made now and then, you're staying late because you have to, because it's the only way the project can possibly get done in the allocated timeframe with the resources given.

      There are plenty of businesses out there that have reasonable development deadlines whereby you can go on time every day regardless, simply because there are enough resources and reasonable deadlines- I know because I've only ever worked in companies like this, and am now a lead developer myself. I make sure that my team are able to produce quality software in a reasonable timeframe, without having to stress themselves out with long hours and it works fantastically- my staff churn out really good quality code because they're allowed to have a life alongside work and they actually appreciate being here. I can fight my teams corner in this respect without any difficulty simply because we produce software that consistently wows the directors and gives staff at our firm the software they need to do their jobs better.

      The games industry, at least, under the large publishers, which is pretty much all of it bar the indies nowadays has a different view on things, it believes the best way to profit is to get as many hours out of people for as little pay as possible, replacing them by eager young developers who are willing to take that shit because they're misguided in believing that working in the games industry is actually somehow worth it.

      Of course there are companies outside the games industry that do this too, but unlike the games industry this is not pretty much exclusively how it's done- there are few exceptions in games, whilst there are plenty in business.

      Interestingly I was at a game development conference in the UK a couple of years back which I attended out of interest of the subject, and because I do some indie development myself in my spare time. One thing that stood out was the comment from developers at Rare Software, they said that they too had to work horrendously long hours and didn't receive particularly great benefits until - get this - they were taken over by Microsoft. I think the fact it took a take over by a business software firm (and Microsoft of all firms too...) to actually improve working standards, decrease working hours and so forth is quite telling about the whole situation.

      Pushing people to despair, taking away their personal life, and keeping them stressed is absolutely the worst way to get good software written in a reasonable timeframe- I've yet to see the benefits of the game industry's way of doing things, it's not as if they're well known for delivering on time is it? They certainly have a much worse track record of overshooting deadlines than most business software groups do and hardly have a great record on software quality either.

    7. Re:Oh boy by Anonymous Coward · · Score: 0

      I believe by "original" he means "game with awesome graphics and all the bells and whistles the kids expect these days because they've got a graphics card powerful enough to outdo a supercomputer from the 1980s and they want to see them pixels getting PUSHED."

      Designing the mechanics of a workable game takes less time than rendering all those fancy 3D polygons and all that good stuff. It's nice eye candy, but it isn't essential for a compelling experience and quite often detracts from it if the developers get too fixated on the graphics engine (cough, cough, ESIV Oblivion)

    8. Re:Oh boy by tepples · · Score: 1

      just make games in your spare time (or at work during downtime) for fun.

      Some genres are best suited for platforms with gatekeepers that happen to make no allowance for spare-time development. Fighting games are a big one, as offline multiplayer on a PC would need an HTPC, and HTPCs apparently haven't taken off yet.

    9. Re:Oh boy by Rophuine · · Score: 1

      The number one lesson I drum into fresh coders, when I work with them, is "email early and often". When things are running a day behind, email your manager. When you're not clear on the specs, email your manager. When you've completely and totally screwed up and affected production client data, email your manager. NOW. Your manager is there for two things (that are relevant for this):

      1. Work out issues, keep the team on target, and make sure the (internal or external) clients are happy and don't even realise when the team royally screws up.
      2. Weed out (/fire/let go/ditch/whatever) people who get in the way of goal 1.

      If you're emailing your manager early, giving him the chance to do damage control, and letting him get you help when you need it, no matter how badly you screw up, you're not too actively getting in the way of goal number 1. If you screw up and don't keep him totally in the loop, you're making sure he can't achieve goal 1.

      Email early and often.

    10. Re:Oh boy by Anonymous Coward · · Score: 0

      What the hell is a 'Hot Top PC'?

    11. Re:Oh boy by Anonymous Coward · · Score: 0

      >Uh, did you miss the WHOLE gaming scene in the '70s and '80s?

      Last time I checked my calendar, it was 2010. Zork, Star Raiders, and Pong aren't going to cut it in today's commercial market.

    12. Re:Oh boy by Steauengeglase · · Score: 4, Interesting

      I think the guy who did Minecraft would like to speak with both of you. You don't need a cast of thousands, just a product that sells. See Xanga for more info.

    13. Re:Oh boy by tepples · · Score: 1
      AC wrote:

      What the hell is a 'Hot Top PC'?

      A home theater PC is a PC using a television for a monitor.

    14. Re:Oh boy by Anonymous Coward · · Score: 0

      Who, it's worth noting, ended up pulling down something like $300k/day when MC finally broke out.

    15. Re:Oh boy by Dotren · · Score: 1

      Mod parent up. Wikipedia shows development started May 10, 2009 and the initial version was released May 17, 2009. Granted, it also says he's been programming since an early age but nonetheless, one week is impressive.

      The game took a while to really break out I think but now they're starting a company and there is another patch being released at the end of this month. The game is very addicting and the multiplayer aspect shows a lot of promise with shared worlds on private servers.

    16. Re:Oh boy by cgenman · · Score: 1

      Average lifespan of a game developer before they go into something else: 5 years.
      Pay?: about half of what you could make coding for a bank.

      While I love being a developer and wouldn't give it up, it really has to be a calling. And there are very few jobs in game development in general anyway, compared to, say, coding for banks. I forget the exact statistic, but I once calculated out that the number of students graduating with game design degrees outstripped the number of game design job openings in a given year by 10 to 1. Programming is a little better, but not by much.

      Beat your students to a bloody pulp with work and negative criticism. Keep this up over many years. If they still want to do it, they might survive as a developer.

    17. Re:Oh boy by hackerjoe · · Score: 1

      In fact, if you really like developing games, you ought to take 8/5 corporate soul-crushing job (that will crush your soul much, much less) and just make games in your spare time (or at work during downtime) for fun.

      Bad advice! If you do that you're working 80-hour weeks anyway, you might as well get one of those soul-crushing 80-hour-week games industry jobs and spend all your time doing what you want to and not just half of it. (Or did you think being a corporate programmer was fun and not soul-crushing...?)

      Plus, if you're actually working in the industry, you will (a) get to work with other, more experienced game programmers and learn the game-specific parts of the trade 5x faster and (b) meet a lot of talented and motivated artists and game designers, so that when you do decide to break away and do some fun indie stuff, you don't have to do it alone. Unless you want to, in which case you can use those contacts for mentorship too.

      And don't do Full Sail. People who care what school you went to will look down on you for it, people who don't care, well they don't care. Just be a great programmer, learn some assembler and the basics of working with vectors and matrices, and you'll be in demand.

    18. Re:Oh boy by flnca · · Score: 1
      Your post is pretty insightful and true for the most part, but this:

      In the games industry you're not staying late to fix a few bugs you've made now and then, you're staying late because you have to, because it's the only way the project can possibly get done in the allocated timeframe with the resources given.

      That's exactly the point I wanted to make: Inexperienced coders overshoot deadlines ... if it's not b/c of bugs then it's b/c of excess work b/c of bad code design ... well designed code can be changed in a snap, and all you have to do is make a few changes here and there. In some industries, like business applications, companies often develop their own 4GL systems to write business applications and make changes within minutes ... often even at the customer's site, so the customer can say "ah ... I want that field here, that font there ... ah, marvellous, you're already finished". So, to have the right games engine that takes the least amount of work is paramount in saving time during game development. And to make that, takes experience. I've seen lesser sophisticated shops in which people slaved away nonsensically at mountains of pointless code that could've been avoided.

    19. Re:Oh boy by flnca · · Score: 1

      Companies are all different ... some are good, some are bad, but in the end, all it comes down to is what an individual developer wants to do. It is possible to switch jobs ... if you're not satsified at one company, go to another. There's so many different kinds of people in all the software industry, that there's also many different kinds of software development firms ...

    20. Re:Oh boy by flnca · · Score: 1

      That's a pretty good idea ... lack of communication is often the source of all kinds of havoc.

    21. Re:Oh boy by AK+Marc · · Score: 1

      You read that the opposite of what I did. Get an accounting degree. Those guys work 10 hour weeks (though they have to sit in the chair for 40) for 11 months of the year. Then they work 40 a week (often taking 80 hours in the chair because you are waiting on someone else to give you numbers you need) for a week each quarter, two at year end. Most corporate jobs stick to 40 hours and couldn't care less what you do outside that time. Just don't do it in IT at all, otherwise you'll likely end up on permanent unpaid 24/7 on-call. Doing any salaried job other than IT or CEO will get you a 40 hour week at soul-crushing corporations. Then the rest of the time is yours (and depending on the job, most of your day at work).

      But yes, I agree with your sentiment that working as a corporate programmer for your day job and game-programming in your spare time is a bad bad bad idea.

    22. Re:Oh boy by cheekyjohnson · · Score: 1

      "That is true for almost any kind of software development, especially when you're young and inexperienced"

      Inexperienced, yes. Young, no. Age has little to do with experience, as experience is just the amount of knowledge you've acquired.

      --
      Filthy, filthy copyrapists!
    23. Re:Oh boy by flnca · · Score: 1

      Experience is not knowledge per se, but it is experience. That's why it's two different words. I've begun computer programming as a kid, and 30 years later, the experience I have now isn't even on the same planet as the experience I had when I was in my 20ies. Foolishness of youth and pride in all honor, but experience does grow with age, and the earlier you begin, the better. The only way to become proficient in computer programming is to do it ... and after you've written a couple thousand programs, experience does begin to accumulate.

    24. Re:Oh boy by cheekyjohnson · · Score: 1

      If you're experienced you've accumulated a lot of knowledge about a particular subject.

      "but experience does grow with age"

      I never claimed that it didn't, I just said that just because someone is young, that doesn't mean they're inexperienced. The "young" part of your comment was pretty pointless. People learn at different rates.

      "The only way to become proficient in computer programming is to do it"

      Like everything else. This has nothing to do with being young, that's all I was pointing out.

      --
      Filthy, filthy copyrapists!
    25. Re:Oh boy by Altrag · · Score: 1

      In fact, if you really like developing games, you ought to take 8/5 corporate soul-crushing job (that will crush your soul much, much less) and just make games in your spare time (or at work during downtime) for fun.

      Bad advice! If you do that you're working 80-hour weeks anyway, you might as well get one of those soul-crushing 80-hour-week games industry jobs and spend all your time doing what you want to and not just half of it. (Or did you think being a corporate programmer was fun and not soul-crushing...?)

      No, its great advice. I'd go one step further and say get a non-programming (or even non-computer) job. Its a rare person who can spend 40 hours a week doing something for work and then come home and spend another 20-40 doing the same thing as a hobby. Of course it depends what you mean by "developing". If you're happy working long boring hours as most of the anecdotes on this thread suggest, then getting a job at a major game studio might be for you. If you want to design your own vision then you'll need to do it on your own (or at best, find a smallish studio and hope that you'll be able to add some input for the next project they start). Of course, "on your own" could also mean drumming up some VC and starting your own studio with your own grunt programmers, so you've got a third option if you've got the motivation and VC pitching skills!

      Plus, if you're actually working in the industry, you will (a) get to work with other, more experienced game programmers and learn the game-specific parts of the trade 5x faster and (b) meet a lot of talented and motivated artists and game designers, so that when you do decide to break away and do some fun indie stuff, you don't have to do it alone. Unless you want to, in which case you can use those contacts for mentorship too.

      Now this is a good point. And I'd probably say that if you could manage it, working short term in a real games studio (perhaps just an internship) would give you some real experience and introduce you to people who've been doing the job for years, but I don't know if a long-term position is really great unless like mentioned above you enjoy being tortured (or at least can put up with it until you get high enough in the organization to be listened to).

    26. Re:Oh boy by Quirkz · · Score: 1
      That's more or less what I've done. Rather, I had a respectable day job, decided it would be fun to create a game, and just did it. It's a lot of work and a bit of a grind at times, but it's also a lot of fun and keeps me entertained thinking about the game in situations where I might otherwise just be bored. As basically a single-person shop I've made roughly minimum wage for all the extra hours, which still beats the typical hobby where you shell out a lot of cash instead of make a little, but ultimately (for me at least) it's got to be fun to do, because the money isn't going to be a big incentive. I could make a lot more doing other freelance work if I was just in it for the cash.

      Background: degree in physics. Self-taught HTML turned into an HTML programmer job after college. Drifted into tech support after the dot-com bust. Had a couple of classes in C++ years ago and basically used what little I remembered to teach myself the PHP and MySQL needed to put together a web-based game. The technical skills I got from school haven't helped much; the desire to figure stuff out and make something other people can enjoy has been key to pushing my way through the difficult spots.

    27. Re:Oh boy by Monkeedude1212 · · Score: 1

      Well, you should say "doing" minecraft, not "did" minecraft, because Minecraft is no where near finished.

      If you load it up and try it out, you'll see that its still in its infant Alpha stages. He hasn't finished filling in the content, tackled many bugs, nor has he stuck to his guns of doing it alone. He's hiring other programmers in his City, I believe, because even he knows that with everything he wants in there it's too much to tackle.

      Getting something you can sell and developing a complete game are two completely different things. You'll notice even the indie products that are actually completed sport more than 1 person on them. Simply put: Sound engineering, Artwork, AND programming, are usually too much for one person to get done within any reasonable amount of time unless you can actually sit down and commit to a startup, which requires more money than most people have.

      Go look at the credits for ANY indie game out there thats selling, ANY of them. I Guarantee you'll find 3 or more people on there, (exclude testers).

  3. Just do it by mwvdlee · · Score: 1

    Just do it.
    Just start designing and developing a game.
    It's as simple as that.

    You'll fall down many times but eventually you WILL learn how to develop games.

    This pretty much goes for any other kind of programming or in fact any profession in general; if you want to go somewhere, you'll have to start moving first.

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    1. Re:Just do it by tepples · · Score: 1

      Just start designing and developing a game.

      So once I've developed a game for the PC, how do I write a business plan and get an office so that I can get the game ported to a console so that I can actually sell copies?

    2. Re:Just do it by Anonymous Coward · · Score: 0

      Mine is sponsored by 4chan. haha urafag

    3. Re:Just do it by BenoitRen · · Score: 1

      Just start designing and developing a game.

      Reinventing the wheel sucks. Having to find out all that shit through trial and error is a great way to drain yourself of motivation.

      Not that there's any real alternative. The web has little information on how to make a game. All the useful info is locked into expensive series of books. You can ask for help on message boards and mailing lists, but either they'll shoot you down with the same "just try stuff" crap or they can't explain well.

      So we're doomed to reinvent the wheel every damn time.

    4. Re:Just do it by 91degrees · · Score: 1

      You don't. That's not the point.

      The main goal is to learn, and to have something to show prospective employers. If you care about game development you'll already be doing this. You're doing it for your own amusement so platform doesn't matter so much.

    5. Re:Just do it by tepples · · Score: 1

      You don't. That's not the point.

      If, as I suspect, you mean "make one to throw away", then how does one find time to both support a family and build a portfolio of comparable quality to professional works?

      The main goal is to learn, and to have something to show prospective employers.

      That would work better if there were "prospective employers" close by. As it is now, I'd need some way to finance a move.

    6. Re:Just do it by 91degrees · · Score: 1

      The question was about students - a group who typically do have plenty of free time and few commitments.

      Switching to the games industry from another career is a different matter altogether, although anyone with software development experience should be able to spend a few hours a week learning games development techniques, those without will be in the same position as anyone else planning on a major career change.

    7. Re:Just do it by Xyrus · · Score: 2, Funny

      OLD GAME PROGRAMMER

      Hello gamers. How are you doing? Fantastic. Do you program games? No. Can you program games? Yes. Do you want to? I don't know...

      Do you want share a cubicle with someone that smells like stale cheetos and pork farts? Do you want your game to to have the same quality as that produced by 14 nights of sleep deprivation in a caffeine induced haze while having delusions of being the next John Carmack? Of course you do.

      Swan dive...into the unemployment line when you show up for work and the doors are locked.

      So do you want to program like an old game programmer? You tell me.

      --
      ~X~
    8. Re:Just do it by ginbot462 · · Score: 1
      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
    9. Re:Just do it by ginbot462 · · Score: 1

      piss off'd spelin/grammer nazis

      --
      Atlas Shrugged : Thematic Story :: Battlefield Earth : Organized Religion
    10. Re:Just do it by Altrag · · Score: 1

      If you insist on doing this, while still having a job, family and other responsibilities.. you're probably going to be sitting with a small handful of hours to work on your game a week. Expect it to take a LONG time if its even moderately complex. If you want to port it to consoles, you're pretty much SoL unless you can afford the (ridiculously expensive) dev kits for those consoles. You might get somewhere using XNA if you happen to like Xbox, but the PS3 and the Wii are more challenging (you can homebrew it, but you'll be fighting an uphill battle with regards to documentation and the such, and you'd probably get smacked with a lawsuit pretty fast if you tried to actually make money on a homebrew game). I don't know what sort of hoops Sony makes you go through for PS3/PSP "Minis".. I imagine the dev requirements are less for those but I haven't looked into it.

      Its probably a losing battle to try generating a decent port folio in a reasonable amount of time if you're only able to put a handful of hours a week towards it.

      Now if you're just wanting to create and sell something independently well, you still have all of the issues listed above, but you've also got to deal with finding people who are interested and willing to pay for your game, plus setting up payment methods and web pages and whatever else. And remember, you're competing against thousands of other games that were developed in a similar manner, never mind the mainstream studio-developed games that have hundreds of times the resources (time and money) that you do.

      My recommendation? If you're doing it for the money, make the commitment and put all of your effort into it. If you're doing it as a hobby then do it as a hobby and keep profit as a secondary motive -- if you get something for your work then great, but if you're expecting large sums of money then you'll probably be disappointed.

  4. Lie to them by IICV · · Score: 5, Insightful

    Seriously, lie to the little suckers. If they're asking about what the best way to become a video game programmer is, they probably haven't actually done anything besides play video games. Lie to them and tell them that a full CS degree is the only way to go, because if nothing else it gets their ass in college at which point hopefully the cluebat will strike and they'll figure out what they really want to do.

    The ones who are actually going to become good game devs are already making maps, mods, skins or even full-on games with their pirated version of Creative Suite 5.7.whatever, so you don't need to worry about them.

    1. Re:Lie to them by Thanshin · · Score: 1

      The ones who are actually going to become good game devs are already making maps, mods, skins or even full-on games with their pirated version of Creative Suite 5.7.whatever, so you don't need to worry about them.

      Well, I do have mod points but you're already at +5 so I'll just add in to the cheer.

      There's no reason not to be making videogames other than now wanting to enough. What would you tell someone who asks you what to study to be a writer and who's never written a story?

    2. Re:Lie to them by woodhouse · · Score: 1

      A CS degree is much more valuable in the long run. There is no particular advantage to a course like FS or digipen , even if you only ever want to work in games (in fact, understanding algorithms, data structures in depth is probably more useful)

      Just make sure you can show some solid demo projects at interview. This is how I started out, and how most of my colleagues started too.

    3. Re:Lie to them by Seumas · · Score: 1

      Agreed. I have major hesitations about people who claim to be interested in a career path, but haven't really made any effort toward it until they enter an educational program. If you really have a passion for something, you've probably been self-motivated enough to have advanced to some point within the interest on your own, long before then.

      Lie to the suckers and tell them that CS is the way to go, even if it isn't. When they start looking around at the real world and look at the $30-50k that they can make as a virtual slave in developing videogames versus he six figures they could make as a unix systems admin or something along those lines, they'll make the obvious decision and thank you for it.

      Unless, of course, if what they mean by "I want to make videogames" is "I don't want to actually know any icky computer stuff; I just want to make models in Maya".

    4. Re:Lie to them by srothroc · · Score: 1

      I have to disagree; a specific course like Full Sail or Digipen will give you access to non-academic resources, like game companies recruiting, alum connections, and developer connections that you may not normally have in a regular CS or CSE course.

    5. Re:Lie to them by Pharmboy · · Score: 4, Insightful

      I've had TWO teen boys at different times ask me the very question "What do I need to do to get into game programming?" and my answer was simple:

      You don't. If that is what you *really* wanted to do, you would already be skinning and modding, but instead you are playing games 24/7.

      The problem is that they think it would "be fun", kinda of like playing games, but with more control. I did point the older (17) boy to the Steam SDK, which was free since he had a source game, and told him to dig in using the free tools. That lasted less than the time to download the tools. Two years prior, he had decided he wanted to get a job as a "video game tester".... Yea, I know.

      --
      Tequila: It's not just for breakfast anymore!
    6. Re:Lie to them by tepples · · Score: 1

      There's no reason not to be making videogames other than now wanting to enough.

      Other than the lockout chip on the platform most suited to the genre of game that you want to develop?

    7. Re:Lie to them by JonySuede · · Score: 1

      If you really want to you, will put a pc on the tv or you will use XNA on your XBOX

      --
      Jehovah be praised, Oracle was not selected
    8. Re:Lie to them by tepples · · Score: 1

      If you really want to you, will put a pc on the tv

      According to CronoCloud, there's a tradition against that.

    9. Re:Lie to them by rgbatduke · · Score: 3, Insightful

      Indeed. To my fairly extensive experience, remarkably few uberhacker-level coders became coders by means of getting a degree in CS of any sort. Almost none of them, actually. I am a physicist, but I teach periodic independent study students how to program in C because nowadays CS departments only teach (crap like) java or C++ -- great to prepare a student to be a corporate clone, not so good for learning how to work close to the metal. I sometimes teach 3rd year CS students who still don't know what a pointer is or how to use malloc or manipulate structs. But with only one, maybe two exceptions, my best students over years have not been CS majors (and the ones that were were smart as hell and did CS not to learn to "program" but to learn about algorithms, assembler, microcode, and systems programming, and maybe to increase their marketability a bit in the process).

      Real coders, on the other hand, tend to be born, not made. They learn on their own, usually in apprenticeship with either a specific guru/mentor or (nowadays) with the support of internet-based social networking with distributed guru-level mentoring. In most of the cases I know of personally the potentially "brilliant" programmers taught themselves how to program after taking a single course, maybe two, where they learned just how cool it is to build machines out of words. Sometimes they did this in a terrible language with terrible habits, but by staying up and working on their own projects until 3 am at the expense of sleep and personal hygiene for several years they become immersed in the coder "culture". When I teach one of these guys, it is mostly to beat good habits into them, teach them how to toplevel organize large bodies of code (not perfectly, but better than they have been doing:-), how to use make and unix toolsets if they've been doing all of their hacking in a gui-driven ide that hides all of the guts of the OS and low level interface from them, convince them that not to comment their code is to die either at my hands or at their own when they try to figure out their own code a year from now, how to use svn. Oh and sure, how to code in C, but they ALREADY know how to code, usually in two or three languages (sometimes including C++) -- it's more like "topics in C", making them (finally) learn about pointers and so on.

      Some of them are indeed interested in gaming, but all of them are interested in being entrepreneurs. They like hacking on their own shit. All they want is (eventually) a clear pathway towards making a living at it (or getting rich) without having to work for a soul-sucker. It isn't the 80 hours a week that daunts them -- they would LOVE to spend this kind of time on something really cool. Its doing what they are told, working on boring stuff, doing something they think is stupid, not being able to be creative in their work.

      So yeah, its a rough pathway to success, but the ones that succeed (and some of them do, at least according to legend:-) still do make four or five million by the time they are 25, usually by getting together with three or four like minded friends and as you say, build a game just because they can and then have enough marketing savvy to actually publish it and make money (until they get bought out or come up with a best-seller and make the big time). That's how at least some companies originally got onto the scene, isn't it?

      The open source software process that has been so good at producing toplevel systems such as linux (driven almost entirely by these independent types) has alas not been kind to the would-be game programmer because it is so very hard to SELL games there, and games are way too difficult to produce and maintain without any derived income in the long run. That could still change. One day blizzard might realize that they could GIVE away a linux-native version of WoW (and dump the emulator or VM layers that currently add hassle and cost speed when using it on a primary linux platform, which I did for years until I finally kicked the e-co

      --
      Even when the experts all agree, they may well be mistaken. --- Bertrand Russell.
    10. Re:Lie to them by jimrthy · · Score: 1, Interesting

      I mostly agree with you, except about one point.

      It's been my experience that a CS degree is mostly a waste of time. The kids who are going to be great programmers started in high school, or even earlier. Pretty much every time I've had to deal with some kid fresh out of college with a CS degree, it's been a nightmare. He's been taught a bunch of useless theory by clueless academics who can't begin to imagine what it's like to write software in the real world. He's convinced that he knows everything, and that I'm just an old fogey who hasn't bothered to stay in touch with modern technology...even though all the stuff he learned in college is at least 5 years out of date.

      I've met one exception who proves the rule. Have them get a math, physics, EE, or some other "hard science" degree instead. For that matter, some of the best programmers I've worked with had music degrees.

    11. Re:Lie to them by Anonymous Coward · · Score: 0

      Yeah, the video game tester. Isn't that the guy in our basement that lives on cheese pizza, mountain dew, and occasionally has a job just long enough to buy the next game he's "testing"

    12. Re:Lie to them by julian-lam · · Score: 1

      ... as a music major (graduating in November) working at a small indie game development firm, I wholeheartedly endorse your message ;) But seriously - I didn't expect to read that here. This gives me hope whenever I'm stuck behind an impenetrable wall of code.

    13. Re:Lie to them by flnca · · Score: 1

      Yeah, I completely agree ... I often made the experience myself ... CS graduates who think they know everything; comically, while being reistant to advice, they learn the hard way what it means to be a real programmer ... lol ... everybody needs to make their own experiences, it seems ... and programming truly is a form of creative expression, like music ...

    14. Re:Lie to them by IICV · · Score: 1

      It's not about getting a CS degree, it's about getting their asses in college (like I said). Once you've been accepted to a reasonable institute of higher education, you can take all sorts of elective courses to figure out what you really want to do with your life. My wife, for instance, entered college as a Political Science major. It took her less than a quarter to realize that she hates people but loves rocks, at which point she switched over to a major in Geology. She's now getting a PhD in figuring out how old rocks are.

      Thanks to all sorts of reasons, our K-12 educational system is absolute shit at helping people figure out what they want to do with their lives (besides never go to school again, of course). Your kid's best bet is to either figure out what they love on their own (a couple of guys I went to high school with did, they realized that they both loved and were really good at working with cars and so went on to become mechanics), or go to a college with a reasonable liberal arts program so you can kind of graze at the fields of human knowledge while working towards a degree in Communications or whatever the hell else as a fallback in case you don't find anything.

    15. Re:Lie to them by jimrthy · · Score: 1

      Well said!

    16. Re:Lie to them by Darinbob · · Score: 1

      Full CS actually IS the way to go. What is vital today for designing something will often be obsolete by the time they graduate. So learning to be adaptable is important, as well as getting a breadth of computer science education. People who narrow down their education towards just the one thing they are fascinated with at the time often have troubles with the actual jobs they do end up getting.

      The whole question is just suspicious. Asking how to get a job designing video games is sort of like asking how you can get to be a pro ball player. It just isn't going to happen for most people. First off, the first job they'll get after college will very likely be a grunt job, worse than being in the minors. This isn't with video games, it's with almost every profession. And to work your way up from the grunt job you're going to need the degree.

    17. Re:Lie to them by Altrag · · Score: 1

      For games, the input device is far more important than the output device. Its pretty much universal amongst games that bigger screens makes for better play. You can see more of the map/peripheral/whatever on a bigger (well, at least higher resolution) screen. The main reason PCs don't often plug into TVs is that TVs aren't all that good for text. You have to go to a pretty high-end TV to get the same sort of image quality as you would on a fairly moderate computer monitor. And a large (physically.. generally >24") computer monitor will blow an equivalently sized TV out of the water due to the fact that 1080p is still "top end" even for 57" or 60" TV monitors. I get (the equivalent of) 1050p on my 22" computer screen for comparison -- a ~3% increase in scan lines across a ~250-300% increase in dimension. Ouch!

      But when you get into a gaming (or movie) scenario, how much/"far" you see is a lot more important than the overall clarity of the image -- chances are the fast movement within games is going to blur it more than the basic image clarity anyway. But being able to see the goblin coming at you from an extra 3 (virtual) feet away can mean a huge advantage.

      By the way I'm well-versed in both these days. I use a triple monitor setup for work, and a dual HDTV for my gaming machine. Its absolutely brutal trying to read anything on the TVs -- even the good TV. If you're far enough away to see the screen comfortably, the text is illegible. If you get close enough to read the text, you lose half of the screen outside of your visual field. Luckily firefox has some nice easy hotkeys for increasing the text size on webpages, but most other programs are difficult. Steam chat is absolutely ridiculous as they use a tiny font to begin with and I've found absolutely no way to increase it (though I haven't looked for skins yet so maybe there's something in there). I'm definitely looking forward to them releasing higher resolution screens (List), but I don't know what sort of time scale we're looking at for those.

      I guess I should consider getting back to my point though. Which is basically, keyboard+mouse makes for a very different gaming experience than a controller, and the recent "motion" controllers provide a very different gaming experience again. And while there's no shortage of companies trying to shoehorn games into the "wrong" input device, it never comes out as well as they hope. Consider Mario or Zelda on the Wii. You run around doing normal Mario/Zelda-ish things.. but then every once in a while you have to swing your arm around like an idiot for no purpose other than to force you to use the motion sensors. Zelda was especially disappointing -- real motion tracking from the Wiimote would have made for AWESOME sword battles. But no, they opted to simply have you swing it back and forth to accomplish the exact equivalent of a single button push. It felt extremely awkward and annoying -- I couldn't play either game for long. On the other hand, the Wii sports games (particularly bowling and tennis) are enormously fun -- just very basic games that make great use of the Wiimote device.

      For another example, I tried the FFXIV open beta. The controls were utterly horrendous. They were designed for a PS3 controller and hacked into kb+mouse as an afterthought and it definitely shows in certain places. (Of course I could forgive all of that if they'd give me a non-laggy mouse lol). I certainly hope they did something to improve this for the release!

      And for a final example to close the loop, imagine what something like EA's NHL series would look like on a keyboard where you don't have the nice analog stick? Doable for sure, but they'd have to put a lot more thought into their control structure and avatar response when they've only got 4 (or even 8) poorly-aligned digital buttons compared to two smooth analog axes. Or compare FF7 (designed for the original pre-analog PS1) vs

    18. Re:Lie to them by Altrag · · Score: 1

      The kids who are going to be great programmers started before high school. As a CS degree holder, I can say that you definitely get taught a lot of useless theory. But you also get taught a lot of useful theory. In the "real world", its a lot better if you know how to write up a quicksort routine in 20 minutes rather than spending 2 days reinventing the bubble sort. And its also occasionally helpful to know when a bubble sort is "good enough". On the other hand, they will never teach you to just use sort(2) or its equivalent in your language of choice.

      That said, there are two problems I can see having been through the course:
      - Grads who just slid by. Everyone who's done any research on the topic knows that a great programmer is 10 times more productive than a good programmer, and a bad programmer is counter-productive all together. There were MANY people in my classes who couldn't code their way out of a Logo program without help, even by the 3rd or 4th year!

      - Being too smart. This is kind of what you were referring to above. But you have to remember, these kids aren't WRONG, they just don't know the economic side of things. Its simply not feasible to do up entire UML documents for every single one-off utility, and frequently its not even feasible to do so for saleable products. Where in college, being right is the primary goal, in business the primary goal is and always will be money. Quick and dirty always wins the race. At least initially. There's a reason WHY colleges teach these things -- its because there's been craploads of research done to show that these methodologies work better long term. Ie: Dealing with the age-old problem of maintenance being 90+% of a product's total cost over time. Where the "real world" comes in is having the experience to know when your current project is a throwaway and when it will still be requiring maintenance 10 years down the road. In the latter case, all of the "useless theory" is a hell of a lot more useful!

      It would definitely be nice if CS courses would start offering (or even requiring) practicums where the students are actually out in the field learning the things that can't easily be taught by a lecturer standing in front of the class. Internships are a great option but you've got to be motivated enough to get one and have the foresight to realize how useful they are in terms of your future employment (both in terms of resume candy and simply getting to know people in the industry.. sadly I'm not one of the people who realized this until I was already done school).

    19. Re:Lie to them by jimrthy · · Score: 1

      Thanks. In a lot of ways, you made my point for me.

      I've dealt with way too many projects to believe I have any way to predict in advance which ones management will choose to keep around forever. And I've learned that they don't have a clue either.

      That balance between "just good enough" and "the right way" is something that you can't learn in school. Come to think of it, it isn't something you can learn in "the real world" either. It's kind of a black magic sort of art that programmers either develop, or we ignore.

      That's why we get paid the big bucks. Right? Don't we?

    20. Re:Lie to them by Altrag · · Score: 1

      Very true. And even the best of us will end up writing extensive documentation for a product that never gets used, or write a quick hack that ends up being around 10 years later. The trick is to minimize the number of those edge cases.

      Though of course management is a huge portion of this, and a point I didn't even touch on. There's only so much you can do when you tell management a project will take 2 months and they give you until next Tuesday. And for all we can complain about bad management, the bottom line is they're the ones cutting checks and its usually you who's out looking for a new job if the gloves get thrown down.

    21. Re:Lie to them by Anonymous Coward · · Score: 0

      After reading your post I just have to say, wow, you do like to ramble!

  5. 1st of all: Join the modding community. by Qbertino · · Score: 4, Insightful

    First of all: Join the modding community. Find a mod that is in active develpoment and that you like and join the team. See what you like most on the project and if you tend more to the programming or the designing side.

    Depending on that you have various options: Joining a special course in Game Developement, Animation, etc. like Full Sail or the likes if you're a Designer type. Or regular CS with a focus on Application Development if you are the programmer type.

    Anyway you do it, joining the modding community is a must before anything else.

    --
    We suffer more in our imagination than in reality. - Seneca
  6. IANAGD by rwa2 · · Score: 2, Interesting

    But really, let them focus on the tools. Go for the CS degree. The art will follow. Or rather, develop the art in concert with the tools. But you need the tools!

    Learn the programming, then hack in something using the tools and a good existing game engine, such as the Valve Source engine (relatively easy to script for with Garry's Mod) and maybe something more complex with the Unreal Engine. They don't have to be total nerds to grok the code, but you do need to empower them with the ability to make gameplay changes to an existing engine.

    1. Re:IANAGD by TheThiefMaster · · Score: 1

      Why a CS degree? If they're after doing computer game programming, they should do a computer game programming degree. Seems to have worked for me.

      Experience with the Unreal engine (or UDK) or other game engine would be a massive help too, but if someone wants to be a programmer they should focus on programming the engine, not using the editor. i.e. make mods, not levels.

    2. Re:IANAGD by Antisyzygy · · Score: 1

      Most universities now offer CS degrees with a focus in game development. You still get a decent background in CS principals like software engineering, but get to take classes in game development and 3D engines your junior and senior years.

      --
      That brings me to an interesting point, / . is just "the ramblings of socially-inept, technology-literate news-mongers".
  7. Why? by Aceticon · · Score: 4, Insightful

    I was under the impression that the consensus here is that video games programming was, at least in the mainstream industry, an extreme sweatshop, slave-like, gaming-enjoyment destroying kind of IT job...

    Sure, do it for fun (who doesn't) but joining the industry is a bad idea.

    Maybe u should first do your due diligence and warn them about it!?

    1. Re:Why? by TheThiefMaster · · Score: 1

      You have to be really careful where you work, but there ARE some good companies to work for.

    2. Re:Why? by xtracto · · Score: 3, Interesting

      THIS.

      Back in the day (around 1992, the time of MK, Wolf3d, UltimaVII, etc.) when I was 10 years old I wanted to be a game developer with all my heart.

      I knew also wanted to be into computer programming, and knew how to program in GWBASIC. I made my own very simple games while learning C/C++.

      Fast forward to Univesrity, I gladly chose Comp. Sci. course but, after reading a lot (I used to buy the GameDev magazine which was overpriced in Mexico) about the state of the videogame development industry (it is like the American dream... you can be reaaaally successful [like John Carmack, etc] but the 99% of people will get miserable jobs) I chose to do something else.

      Nowadays I do computer models and simulations (similar in some ways to the part of games I liked) for research (I've got my PhD in Comp. Sci) AND I develop homebrew games in my spare time (I'm right now into DS Homebrew).

      This path has ensured me that I still have fun developing games and I earn money doing something that pays pretty well, allows me to travel (right now living in Germany!, last week visited Czech Republic!) and I am quite free with my working time :)

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    3. Re:Why? by xtracto · · Score: 2, Interesting

      I just want to add to my reply focusing on the actual questions by the submitter:

      A couple other questions that might help those students: what non-academic methods would you recommend to students looking for a career in the games industry? What projects and tools are good starting points for learning the ropes?

      In no particular order
      - Learn to program C and C++ (no not C/C++, learn their differences)
      - Learn some scripting language (Lua is used in game programming a lot, Python is also OK)
      - As other have said, learn to use tools like Blender, mainly so that they *understand* what does it mean to make a game.
      - Work in an Open Source game. Just browse around SourceForge and look for a game... (start with simple games like http://www.wormux.org/ before going all the way to 3D).
      - Redo old games... everytime I want to learn a new programming language (or platform like Wii or DS) I do a Tetris clone. Doing a game which is "predesigned" will allow you to focus on the actual *programming* so that you ensure you learn the needed skills. Additionally, you can keep improving the game by adding new stuff as you learn about the platform.. 3D tetris, etc).
      - Read books. There are lots of books about programming (e.g. game programming all in one) for very low prices. In the beginning it does not matter if the book is a bit old.

      - Finally, after you have tested all that, choose in what part of the game development process you want to specialize. Do you *really* like coding?... or you prefer doing the 3D models? do you like designing the scenarios? or do you prefer the sound? Do you like to create the NPCs AI?. You must have in mind that in commercial games each of these aspects is foreseen by a different person (or group of persons) so it is very likely you will have to specialize.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    4. Re:Why? by Anonymous Coward · · Score: 0
      I agree with what you have said in your post with the exception of the Game Programming All-In-One book, which from my understanding, is terrible. (I'm a contributor to the Allegro library, and apparently the author says many incorrect things about it and refuses to correct them.) These are my thoughts from my experience in the game industry:
      • I have never worked for a sweat shop firm. 40 hour weeks are normal, though I sometimes put in more if I'm having fun. (I do love programming games.)
      • A specialized games degree is useless. Nobody I have ever worked with has a specialized degree in video games. However, I personally know some people who got these degrees. They are either unemployed or work for a grocery store.
      • College is not necessary, but might as well be. (I have worked with people who were working on degrees when they were hired, but none that had merely a high school diploma or less.) Study pure CS and mathematics, they're both very important.
      • A student who wants to get in the game industry better be making games in their free time for fun. The same goes for any industry really. If you are already doing it as a hobby, you already have experience and something to show to potential employers. Also, you'll see if you really want to do this for a living or not.
      • Students should be sure to learn multiple programming languages, even if their CS program does not specifically require this. It will give them the skills needed to pick up other languages in the future, and expands their horizons.
  8. Drop out from school and start coding by Anonymous Coward · · Score: 0

    Seriously. Studies just get in the way.

    1. Re:Drop out from school and start coding by baker_tony · · Score: 1

      I think if you come out of Uni with a degree or whatever, it proves that you know the fundamentals, how to learn, time management, networking and how to hold a great party.
      I don't think the studies get in the way.

  9. DigiPen by pythonax · · Score: 2, Informative

    This is actually something I am currently pursuing, and I believe that the best way is to get a full CS degree first. I got a normal CS degree at Carnegie Mellon. After graduation I felt that while I knew lots about coding and had a strong base in C and systems, I was still lacking in many areas I would need in the industry, like more advanced graphics, AI, and general game engine programming. I thus applied to the masters program at DigiPen, and am now about a month in. So far this is exactly what I was looking for, and I am rapidly building a strong foundation in making games. However, I am very glad that I got a normal CS education before coming here. I do not know how it works in RTIS (real time interactive simulation, the main undergrad degree for programming games at DigiPen), but I know that if I ever need to code anything, I have the ability to. I also know that if for some reason I decide I want to leave the games industry, I have the skills I need to pursue many other jobs. DigiPen is wonderful for undergrad if you know you will want to work in the industry, but as I said, I do not know how broad the CS material you are introduced to is, so if you decide to go somewhere else it might not be too helpful. As for the other game programs, you really need to do your research. In researching for myself I found that most of the programs are worthless, even inside of the game industry. I seem to recall finding a few others that seemed to be worth something in undergrad, but DigiPen was the only masters program I found that seems to actually have value once you graduate. Seeing as I go there, I should probably just say that I am biased towards DigiPen, but I felt this way before I got in as well.

    1. Re:DigiPen by The+JAC+T · · Score: 1

      I graduated from RTIS at DigiPen, and now work programming games. Once I got my entry level job, I was blown away by how easy the programming was. I felt DigiPen gave me a lot of core programming skills, and in the classes I learned more about programming graphics and engine design, then lets say, database programming, but if it's a question of if I can get a programming job outside the game industry, then I think it should be fine. As with all degrees, what you get out of it really depends on what you put into it. I can say that DigiPen is much better known on the West Coast than the East Coast (where I am), but I'm working on that. If you go to DigiPen, it's probably best to either take classes in the summers, or do it in 5 years, as it has a heavy course load, but you do learn a lot. If you're hoping to party every night, then the school probably isn't for you (I'm not saying there aren't any parties, it's just a bit of a different culture than my original college).

  10. Tell them to research what it entails by Cidolfas · · Score: 4, Interesting

    From what I understand of the games/gaming industry, programmers have a short lifespan and are easily replaced without pay at a major studio. If they really want to make games, tell them to start making games ASAP, and ask them if they think they can do that 80 hours a week! If they do, then it's a tossup: the DigiPen and FullSail programs give them focused experience (note: hiring managers are reported to not care that they went to gaming schools), while a CS degree gives them career flexibilty.

    Personally, I'd sit them down and ask why they want to make games, and if it doesn't sound like they want to because of a desire to be clever with object inheretence or design complex AIs, encourage them to take storywriting or point them to a program like my Alma Matter (UT Dallas)'s Arts and Technologies (ATEC) program, where they can help a kid develop art and storytelling skills and give him experience making projects of all kinds in fields. From there he can work his way into industry the old fashioned way: tons of unpaid hard work for the love of it, perhaps with eventual success by getting hired. Being a CS gaming guru is great if you're interested in writing a network stack for a multiplayer game or increasing the engine's efficiency with DirectX, but most kids who want to get into games aren't thinking about those jobs.

    Being unemployed (B.S. in Chemistry, likely going back to Grad School in one of a few fields next year if anybody in Texas is hiring and reads this. Also capable in IT and PHP development.) I've got some time to think about this myself, and I think I might try to make an indie game working with an artist friend of mine. If that works out, then I might try and make it work as a career, but from what I've read working ANY job in the gaming industry requires loving the medium and loving making things more than any love of money or sleep (unless you're a publisher, accountant, or HR, then I hear it's a better work environment with similar pay to other positions). In fact, that goes for doing anything creative in today's society. Encourage your kids to take a serious look at what they want in life and if the reality of the gaming industry fits it.

    And, when they don't do that, point them to CS. If they hate it, they'll have the math for almost anything else in college so they don't lose a year.

    --
    I am become /dev/null, destroyer of data.
    1. Re:Tell them to research what it entails by The+JAC+T · · Score: 1

      They only have a short lifespan in the industry if they work at a studio that makes them work for 80 hours a week. I'm lucky to be at a place that is usally only 40 hours, though people tend to stay a little longer of their free will. I'm at studio on the East Coast, and there are 5 programmers from DigiPen, about 10 from Full Sail, and 35 from normal CS degrees, mostly RPI and and other nearby colleges. But the people that started the company came from those other nearby schools, and continue to support them, which is important to think about. Getting a job is a lot easier if you know the right people, and have the right connections. Programmers don't have as much of a say in the design of a game as the people hired as designers. But if we do have some sway, and more so if you're friends with the designers. Of course that also depends on the structure on the studio, if the design is dictated from the top, or if everyone works together and influences each other.

  11. ObAbstruseGoose by tommituura · · Score: 4, Interesting

    Show them this: Rite of passage, and you'll save them some pain, at least.

    On the more serious side, tell them to simply get cracking with maps, mods, skins, simple game programming (like asteroids/minesweeper/etc), scripting, etc.

  12. Bad idea by Undead+Waffle · · Score: 3, Informative

    A huge amount of kids go into college for a CS degree planning to make games when they graduate. At some point in their education they realize it's a shitty industry to be in and hopefully they're good enough at CS in general to get some other sort of CS job. Sending them into some sort of specialized game programming program is a horrible idea because when reality sets in they won't have somewhere else to go.

    Besides, the only way to stand out is to actually do modding and stuff in your free time. The ones who are dedicated enough will do this regardless of what major or college they end up in.

    1. Re:Bad idea by ProbablyJoe · · Score: 1

      Gotta agree with that. Being just out of university with a decent CS degree myself, I had little problem finding a job, and the same goes for most of the people from my course who aren't aiming for anything too specific. In contrast, I know a few people who went for specific games development/design, or animation/media courses, and they're having a lot of trouble finding any jobs, for a few reason. For one, the jobs in the area are pretty limited (depending on your location), but then if you change your mind on what you want to do, you're kinda stuck. Maybe the people I know just took bad courses, but they don't seem to have learned anything that couldn't have been self-taught in a few months of free time. Getting a degree for playing around with the Source/Unreal engines for 3 years is nice in theory, but getting a CS degree and actually having fun with that stuff is probably better. Though, finding the time to actually do some games development stuff once you have a full time job is another problem entirely...

    2. Re:Bad idea by jimrthy · · Score: 1

      Pretty much anything involved in computer programming can be self-taught in a few months of free time. That's one reason I avoid the companies that require a CS degree like the plague.

    3. Re:Bad idea by Surt · · Score: 1

      Yes, it CAN be self-taught in a few months of free time. If you want to hire someone who has learned ALL of the core skills, you can either hope that they've picked out ALL of the core skills and learned them a few months at the time over the course of a decade, or trust that one of the good schools gave him each of those few months, in an appropriate order, over the course of a couple of years. That is why the CS degree is sought after by many, many jobs. They don't want to wait a few months when they trip over the core skill you didn't learn for yourself.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:Bad idea by jimrthy · · Score: 1

      You're going to spend a few months getting pretty much any new hire up to speed. I'd rather deal with someone who knows he doesn't know everything (since we all have our weak spots) and has already taught himself how to use google to teach himself than some idiot with a fresh degree who's convinced he knows everything.

  13. One thing you learn... by Haedrian · · Score: 2, Interesting

    ...from working in ANY ICT related industry - especially development ones - is that there is no such thing as "Knowing enough" or "Too much knowledge"

    Going on that, make them choose the full course - it'll show them the hard work, dedication and speed of learning which will be expected from them for the rest of their career.

  14. Stop Wasting Time and Start Coding by flnca · · Score: 1

    The best way to learn any computer programming is to just do it. Get your students interested in developing their own games in their spare time, and help them along if they run into trouble. If you can't help them with programming problems, try to find someone who can. Teach them how to use books and how to get the most out of computer programming. A good starter would be a book on how to avoid creating bugs in the code in the first place. Learning this will keep them out of trouble much later in their career. Try to encourage them starting seemingly impossible projects, like creating a full-on 3D game. Experienced folk in the business have told me that any good game takes up to 1-2 time years (no matter how many people are on the project), so the earlier you start, the better. Make the result open-source for the benefit of all or sell it. BTW, studying existing code is good, but it's always more rewarding to write your own.

  15. Maths, Physics & CS by Gorgeous+Si · · Score: 1

    To be a game programmer, they'll need strong maths and ideally physics skills. There are Games Programming courses out there, but most of them are too diverse (teaching design & art as well) to give the students the full depth of programming skills they'll actually need.

    Yes, it's a hard life, with long hours and not the best pay ... but if it's their passion, then there's nothing better than working on something they really love. It makes coming to work a lot easier, even if you know you're going to be in for 12+ hours, if you're totally invested in what you're doing.

  16. Welp by MobileTatsu-NJG · · Score: 3, Insightful

    Which would be of more benefit: pursing a Computer Science degree or taking an accelerated program like those at FullSail?

    I have worked with several artists (and one programmer) from Full Sail on several movies. They are all gifted, talented, and easily employable peeps. I think these people speak very highly for that school. However, I do feel that these are the crem-de-la-crem. I never, for example, met the wash-outs. Whatever students you send that way will need to step up and kick ass. They get hired because we call the school and say "send us your best!"

    The reason I mention this is that I think it's more important that the right expectations are set than it is to pick which direction to go. You might get some info that suggests a fairly noticeable change in pay going in one direction vs. another, but it's all for naught if they don't treat it like an extended job interview. I have heard some terrible stories about students paying >$25,000 only to storm off on one of their projects because another student was acting like a tool. None of those stories ended with "he's in Hollywood now!"
        I imagine the path down a CS degree is similar, but I haven't heard of cases where impressing the instructor was more important than getting that piece of paper. This is, of course, something I wouldn't want to speak authoritatively about.

    I realize that you're looking at the long-term return on the education, but I think that depends too much on the student. If they're insatiably curious, I'd nudge them down the Full Sail route. If they're not, well I'm not saying they should go the CS route, but I would say that they'll have to get the requisite knowledge spoon-fed to them and they'd need to go down a path that'd make that happen.

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    1. Re:Welp by BenoitRen · · Score: 1

      crem-de-la-crem

      crème de la crème

    2. Re:Welp by MobileTatsu-NJG · · Score: 1

      touchè

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    3. Re:Welp by BenoitRen · · Score: 1

      You got the accent on that one wrong, good sir. :) It should be "touché".

    4. Re:Welp by MobileTatsu-NJG · · Score: 1

      Hahaha.

      That's what I get for copying/pasting without my glasses on. :)

      Have a good week, man.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  17. Get a CS Degree by KulSeran · · Score: 2, Interesting

    Companies will hire depending on who they are looking for. There is some stigma about the trade schools sometimes, and a CS degree will get you to other jobs aswell. While it is a flame-war-able debate, I'd argue on the side of a CS degree over the tradeschools. Trade schools are good, as I work with several people who came from those degrees. But there is a divide on knowelege. Trade school degrees like FullSail give a good overview of the game aspects of programming and design, but they lack some of the more fundemental courses of Computer Science and Mathmatics (like compilers, languages and automata, operating systems, parallel programming, etc.) The CS degrees on the other hand lack a lot of the hands on programming courses focused on game specific technology like Graphics, AI, and Design. Really, the best bet would be trying to get the best of both worlds.

    Also, let them know that the pay is lower for the hours worked when compared to other computer programming positions out there in the world. They have to be motivated to make games or they are going to burn out fast. And, yes, the ones who actually want to make games should already be making them. If you start making games/programming when you get into the industry you are 10-15 years behind the people of the same age who were actually motivated to work in their free time.

    Point them at good side resources. What are they interested in? Send them to Wii/PSP/PS2/PS3 homebrew sites to learn to hack away on real hardware. Send them to modding communities to make HalfLife 2 mods, or Quake maps, or Starcraft 2 maps. Send them to places like http://www.gamedev.net/ http://aigamedev.com/ http://www.gamasutra.com/ or other high profile programming forums.

    Encourage them to do ACM programming contests or topcoder.com programming contests. Get them to learn to solve problems, debug programs, and use source control. Get them to explore stuff other than programming; having a good understanding of art, music, or some other set of game related tallents helps out the team flow.

    Even after doing a tonne of programming on the side since forever ago, I still don't feel like I learned enough before becoming a dev. And after two shipped titles, I can say you still have to learn on the way. Technology changes too quickly to ever stop learning. Getting to the goal of being a game developer isn't the end of the road.

  18. Games schools turning out strippers now by SWGuy · · Score: 1

    http://www.bloomberg.com/news/2010-08-05/stripper-s-college-degree-profitable-for-goldman-finds-70-000-was-wasted.html Seriously, tell them to get a real degree so when they are tired of making games, they can get another job (not as a dancer.)

  19. CS, Any day by benjymous · · Score: 1

    Study C.S. and do indie games development in your spare time. XNA is pretty easy to get going. You might even be able to make a game for your final year project.

    One day the games industry will spit you out, and you'll be looking for another job. At that point you might think "Hey, maybe there's more money outside of games" and start looking for other programming jobs.

    If you've got a "Video Games" degree, employers will take one look at your CV and think "plays games all day. No use to us, we need serious engineers".

    Games programming is very hard, but most employers (or agencies / HR people) don't seem to grasp that.

    Also there's a fair number of Video Games courses that are pretty useless too - as someone who's been involved in interviewing people for games industry programming jobs, I can say the ones with CS experience often have a far better grounding. Having some solid demos that show your coding ability is far more valuable.

    --
    Help me! I'm turning into a grapefruit!
    1. Re:CS, Any day by julesh · · Score: 1

      Games programming is very hard, but most employers (or agencies / HR people) don't seem to grasp that.

      That's because it isn't. A small subset of games programming is very hard (i.e. the very small proportion of a typical game's code that is close-to-the-metal performance-critical code). The rest is no harder than typical enterprise software.

  20. Tell them three things by Sycraft-fu · · Score: 5, Interesting

    1) University is a theoretical institution. It will NOT teach you have to be a game developer. That is a practical skill that you learn as you do it. What Computer Science gets you is theoretical foundations of how computers, and programming, works. It teaches you some deep background that can help you be a much better programmer. You can draw an analogy to electrical engineering in that they don't teach you have to make flying robots or the like, what they teach you is the electronics theory so that you can understand how the parts in a flying robot might work.

    2) Don't decide you want to be a game programmer. Be a programmer, see where that leads. All work is work, it isn't going to be play, that includes game development. Just because you are making a game doesn't mean you'll have any more fun doing it than making a website backend or something. Learn to program, try out different kinds of programming, see what works for you. Don't limit your job options because you want to be a "Game programmer." If you find a game company that you'd like to work for and their project looks like the kind of thing you'd like to write, great take the job. However don't say "No I'm only going to do game development." As a practical matter there's more crossover than you think. Game development isn't all engine, or often even much engine. Look at Civ 5. They bought their engine (Gamebryo) and only had to modify it. However someone sat down and implemented a first rate XML and Lua parser, that interfaces with a SQL backend. Gee, sound a little like web or database development? Guess what? Same kind of thing except here it parses information on game resources.

    3) Understand that game PROGRAMMING is not game DESIGN. Pick up the manual for a game some time. You'll notice that in addition to programmers there are directors, designers, artists, animators, writers, producers and so on. They are all pieces of the process that is game design, they all do their own part. The lead developer? Didn't design the game, unless he is also the lead designer. Even the lead designer didn't do it all, probably didn't have complete creative control. So be real clear on what part of the game process you want to work on. If design is your thing then programming is probably not. I'm not saying don't take some programming classes, you should understand how computers think at a basic level, but I'd say writing courses would be far more important. As a designer you have to put together something that will be fun to play, manage the structure and balance, not implement the code.

    I think too many kids get obsessed with game development as the one and only career they'd want as a programmer. That is not a good thing. It is never good to limit yourself to only one particular kind of career in a wide specialty. No matter what you do, there are parts of work that don't change: Meetings, deadlines, assholes, problems, etc. More important to like what you do and who you work for/with than to be concerned with the final product. You might find that programming a high performance audio application (like say a sampler like Native Instruments Kontakt) just as challenging and interesting as programming a high performance game engine.

    Don't think that because games are fun work with them will be fun. It can be, but not because of the games.

    Also be aware that working in something can ruin it for you. Doesn't happen for everyone, but it can for some. Know yourself, and know if this is the case. I am one of those people. There was a time when I really toyed with my system. I overclocked it, I tinkered with it, it was a "geek computer." No longer. I build it myself, but out of parts designed for stability. I use Intel motherboards, that won't overclock even if asked. I throw money at problems, rather than time. Why? Because my profession is computer support. I spend all day troubleshooting computer problems of various sorts, I've no patience for it at home. It isn't fun anymore. I'm not saying I hate my job, far from it, I do what I want to do and I rather enjoy it. However it removed the fun. It is work now.

    1. Re:Tell them three things by forsey · · Score: 2, Insightful

      I'm a former game programmer (only got out a few months ago) as well and I agree with you 100%. The short of it for me is if you like playing and creating video games, don't join the industry. Things you enjoy doing are better kept as hobbies. The industry likes to take your excitement and crush it with late nights and by making you feel like crap about every product you make, though I'm sure there are exceptions to that. You might think that the long hours aren't a big deal, but when you're SO/Wife starts telling you that you need to find a new job because she's tired of not seeing and you start considering sleeping at the office you'll start changing your mind.

      One last thing, the pay often sucks. There is a high demand for these jobs because people think they want them, so they end up offering you crap money compared to working in other areas of programming. I was offered more money to work in VB6 than I was offered to work on games in C++.

      I haven't complete given up on game programming that said, I still work on little projects on my own time, but I won't ever do it for anyone else again.

  21. my advice by djdolber · · Score: 0

    make games constantly

  22. Comment removed by account_deleted · · Score: 3, Funny

    Comment removed based on user account deletion

  23. It depends... by KillzoneNET · · Score: 1

    Really it depends. Most of it is just pure luck. Sure. You can tell them the same old story I've heard from just about everyone on the internet.

    "Go into the Modding Community. Get into open source games. Do a map. Do a mod. Create a small game. Create a team or join a team and try to contribute."

    Look at those and you'll see a common misconception. Creating games has little to nothing to do with most of the above save for the last two. Getting into the modding community is nice and all, but that kind of experience can lead to nothing more than an ego boost. Getting into open source game projects or small game development kits will teach them the basics, but nothing more. Doing maps is only viable if the person is into wanting to create maps and do level design only. Doing a mod in retrospect depends on the scale of the mod, but if it is just a normal mod and not something that truly creates a new game from the ground up, then it is just a dive into the internal workings of a particular game and not the elements that made the game come to be.

    Creating a game though is where it really begins. Even more so, to do so in a team. Doing either of these takes commitment. Telling kids, even college students, that they have to start a game project from initial idea to an actual finished product is something like Mt Everest for most people. In most programming classes (even game design and graphics programming classes) I've done, students who create a game do so with that deadline in mind and then finish the game. After the deadline for the project is up, they toss the game aside and move on, not completing their work.

    Now I've got an interesting take on game development so far. I started off as a kid wanting to create games, figured that the one thing I really needed is a degree in CS. The thing is I started off already knowing what I wanted to do. I wanted to program. Kids and adults who want to create games start off by saying they want to create games, but never realize that there are many elements that go into what creates a game. Concept artists, 3D modelers, animators, level designers, game designers, game programmers, UI artists, quest design, AI programming, graphic programming, physics programming, sound design, and countless other roles are what make up a game in the industry. Indie development means you will find that people will have multiple roles, but ultimately a person has to choose their path and stick with it.

    At my university I got immensely lucky and found that my school actually had a dedicated game development degree. I didn't go for it and decided to stuck with my CS degree, but I soon caught wind of a game project funded by the NSF that was in first steps of development at my uni. Several chance encounters later and now I'm in the forefront of what it really means to create a game from beginning to end. I've dabbled heavily in game concept to programming. I've got hands on experience talking to people who are truly motivated into creating the game we have envisioned. What really amazes me is how many times I have interviewed people who are interested in joining our project as a programmer only to find that they immediately come to the realization that it just isn't for them. Over the course of the summer we started with a strong team of almost 20 people. Most came by every now and then, worked a little and then dropped off the face of our known universe. By the end we only had 8 people. The ones who kept through are the ones who are now veterans in our field. We got people who worked with us go on to Activision and Dreamworks. In the previous years we produced a game and several of the guys moved on to create their own game development company (though now it seems they have moved on to teaching game development instead around the world). The guys who still work on it are dedicated to it and will likely land jobs with the work we have done.

    So in essence what you really need to do is ask them a series of very serious questions:
    1) Do you REALLY want to work on games

    1. Re:It depends... by Mongoose+Disciple · · Score: 1

      "Go into the Modding Community. Get into open source games. Do a map. Do a mod. Create a small game. Create a team or join a team and try to contribute."

      Look at those and you'll see a common misconception. Creating games has little to nothing to do with most of the above save for the last two. Getting into the modding community is nice and all, but that kind of experience can lead to nothing more than an ego boost. Getting into open source game projects or small game development kits will teach them the basics, but nothing more. Doing maps is only viable if the person is into wanting to create maps and do level design only. Doing a mod in retrospect depends on the scale of the mod, but if it is just a normal mod and not something that truly creates a new game from the ground up, then it is just a dive into the internal workings of a particular game and not the elements that made the game come to be.

      I always saw working on a mod, etc. as an aspiring game programmer to be sort of the equivalent of getting a good summer internship for most other jobs; it doesn't replace your education, and it doesn't exactly show that you can do the job you ultimately want, but it does teach you some things (if not everything or maybe even a lot) relevant to the job you want, it does differentiate you from twenty other people applying for the same job, and it does give you something relevant to talk about in an interview for you first real job.

  24. A good education never becomes obsolete by pedantic+bore · · Score: 1

    I'm leery of educational programs that focus on a specific set of tools and methodologies and don't include a solid grounding in the theory behind computer science and the philosophy (for lack of a better word) of software engineering. Languages, frameworks, and programming paradigms come and go, and many have the shelf-life of cheese. The theory and basic problem-solving skills are eternal.

    For example: the local equivalent of CS1 used Pascal, but only as a notation for expressing ideas. I never used Pascal again (and I don't think you could pay me enough to...), but I use the concepts of functional decomposition and top-down design every day.

    Learn the basics and learn them well, and your skills will translate to new areas easily and you'll find it easy to keep up-to-date. Focus too deeply on the current technology, and new technology will be your constant foe.

    --
    Am I part of the core demographic for Swedish Fish?
  25. The best pathway is... by frank_carmody · · Score: 0, Troll

    Mysticism --> Meditation --> Priesthood. Once you have Priesthood, build Oracle.

  26. Don't go into game programming... but... by Clivan · · Score: 1

    I never suggest anyone actually go to school to learn how to program video games. From people who I've interviewed in the passed, those who have gone through the courses never learned a single practical thing. It is a funny question. I would never recommend going into the video game business. It is like the music industry, long hours under appreciated, under paid. But, if you do make a game, release it, you probably can handle any other programming job out there. Everything else seems like a walk in the park after working 100 hour weeks with a publisher breathing down your neck. I've worked with programmers from all areas. Comedians, Physicist, Child actors. I was the one of the only ones with a CS degree and that I got after completing several games. The one thing in common seems to be a creative edge and ability to just make stuff happen. (of course this was 10 - 15 years ago, the game has changed at least 5 times since then!) Also note, this is not a life long vocation. You will leave the game industry at some point, if you can get into it in the first place.

  27. get an engineering degree by Anonymous Coward · · Score: 0

    It is a decent paying job and i got into my first job after i graduated in software engineering at a decent university. ONe of the classes that we had was called Computer Graphics which teaches you 3d programming concepts. The most important part about video game industry is that you n eed to be smart, stuff is not easy... And if you are good enouhg and willing to make your sample programs, you can get a job easily...

  28. it's not that hard by uzkonosy_placental · · Score: 1

    Our chief weapon is programming... programming and math... math and programming... Our two weapons are programming and math... and knowledge of hardware.
    Our *three* weapons are math and programming and knowledge of hardware and almost fanatical devotion to efficiency...
    Our *four*... no... *Amongst* our weapons... Amongst our weaponry are such elements as math, programming... I'll come again.

    Amongst our weaponry are such diverse elements as:
    - programming (low level enough, asm including)
    - math (algebra)
    - knowledge of hardware
    - knowledge of data structures
    - almost fanatical devotion to efficiency (horsepower, storage)
    - and no real life... Oh damn!

  29. Roman warships by PietjeJantje · · Score: 3, Funny

    The best way to prepare for the video game industry is to work as a slave rower on a Roman warship.

    1. Re:Roman warships by Anonymous Coward · · Score: 0

      ...while doing math as the ship burns and sinks into the sea.

    2. Re:Roman warships by Anonymous Coward · · Score: 0

      I majored in slave rowing, you insensitive clod!

  30. Go for the CS degree by tempest69 · · Score: 2, Interesting

    If a person loves making games, it's in them, and they can keep at it in a CompSci Framework. And have a degree that makes them marginally employable should the job market be full. A theory based CompSci program can really change the way you understand solving problems. Writing an in depth compiler makes a huge difference in your ability to understand how programming works or fails to work. Now I dont have a game degree, and there are some solid concepts that could make for a very rigorous course of study. But I suspect that the field is too new to have any respect outside of a small group of people who know the system.

  31. Join the Omega Theta Pi frat by Rogerborg · · Score: 2, Insightful

    Being thrashed by sadists while you pucker up and gasp "Thank you sir, may I have another" is the best training for an entry level position in commercial games development.

    --
    If you were blocking sigs, you wouldn't have to read this.
  32. Insiders POV by n3n9 · · Score: 1

    First post :). Not sure if other game veterans have replied to this. Therefore i'll just chip in my pov. I apologize in advance if I'm repeating some points.

    Over the past few years, I have read hundreds of resumes and interviewed a lot of candidate game programmers. These are my humble opinion on how to score an interview and a job.

    - Be VERY, VERY good at C++. C++ is still King in the AAA console world. So you need to impress us with it.

    - Be a very good software engineer. Talk patterns, design, architecture, trade offs. Being able to design software (not just code it) is something we all love.

    - Do something on the side. Showcase your mad skills and what you have done with just your free time. If you tell us that you wanted this job since the day you were born but you don't know what Ogre is, you must be lying to us.

    - Diversify. If all you know is how to render using the latest and greatest tricks, you are just like every other wannabes. Games are so large nowadays, we REALLY need people with other skills. Some areas you may want to explore: Distributed computing for mass online servers, content distribution system, massively scalable database architecture, multi-user collaborative dev tools, multi-terrabyte data crunching, distributed server profiling, tracing, debugging. Multi-core programming, optimization, crash reporting, profiling, data collection.

    I've also dealt with Digipen before. What they output is usually more 'focused' than the rest of the candidates comes with more relevant skills. Their resumes also look nicer.
    Having said that, none of the stuff that attracts my eyes are exclusive to a Digipen degree.

    My $0.02

  33. Teaching a Computer Games Module by Rough3dg3 · · Score: 2, Interesting

    I graduated from a university of Abertay two years ago with an honours in Computer Games Development. I have since stayed in academia to complete my PhD and have the fulfilling job of teaching a few modules on the first, second and third year courses. From my experience in taking the modules and teaching the modules, a degree in CS would have done me just as well, probably better, than my current degree. I have found myself in situations having to explain basic programming concepts to 3rd year students, the same students who were fast tracked into Playstation 3 and XBOX 360 development. I don't mind that they don't understand a particular algorithm, I get frustrated that they don't understand the concept of an algorithm. I don't mind that they don't have a natural talent for mathematics, I get exasperated when I am continually asked "Why do we need to know so much triangle stuff". The best module I had was a module named "Languages and Compilers". Sadly, the module never came up until four year but increased my understanding of programming languages more than 3 years of programming modules. My wish, with hindsight, would be doing my degree in CS and learning the graphical aspect of programming in my own time, creating a library of small, simple yet well programmed games for any future employer to see.

    --
    Is this thing on?
    1. Re:Teaching a Computer Games Module by LanMan04 · · Score: 1

      The best module I had was a module named "Languages and Compilers".

      Yes, yes, a thousand times yes!

      If you can build a compiler (and I'm talking lexical, syntactic, semantic analyzers, no cheating using LEX or YACC), understand how grammars work, how to remove recursion and other grammar issues, then by God you're a programmer through and through.

      There were a significant number of people in my MS CS program that completed every class EXCEPT Compilers and it prevented them from getting the graduate degree in CS...even years later. Suck to be them...

      --
      With the first link, the chain is forged.
    2. Re:Teaching a Computer Games Module by Altrag · · Score: 1

      no cheating using LEX or YACC

      Then your first step should be recreating LEX and YACC :P. Noone in their right mind would build parse tables by hand outside of their class assignments ;).

      (of course if all you need is a simple RD parser then that's another story.. those are usually easier to write by hand than dealing with LEX/YACC syntax).

    3. Re:Teaching a Computer Games Module by LanMan04 · · Score: 1

      Yup, actually we built an RD parser for the compiler class/project I'm referring to. It was built in Java (I know...) and compiled a (large) subset of PASCAL. Parameter type-checking and everything. :)

      --
      With the first link, the chain is forged.
  34. Always Look at Job Lifestyle by dcollins · · Score: 3, Insightful

    This goes for any one in an advising capacity: get the person to at least think about (ideally investigate) lifestyle of the job, like compensation, work hours, length of career, level of autonomy and self-direction, etc. Ideally go on premises for at least a single day.

    One of the best things I ever did is work on a feature movie set handling animals for a few weeks. Wiped the idea of film school out of my head right quick.

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  35. Join Free Software Projects to learn to code by AbbeyRoad · · Score: 1

    Probable the best thing about Free software projects are as a learning tool.

    Join a project, learn the code base, submit patches, get experience.

    Don't try learning to code from the code you write yourself.

    -paul

  36. Step 1: Forget about friends and family by Tridus · · Score: 4, Insightful

    The game industry is the western world's remaining sweat shop. One of my best friends works in the industry. During the last few months of development he tends to work 14 hours a day, 7 days a week. This goes on for months, and applies to the entire company. Why?

    Because schedules in the game industry don't even pretend to be realistic. Marketing decides when the game will be out, and everybody works insane hours to make it so. It's not an exceptional thing, it's routine in the industry and based on game release dates I pretty much know when I'll stop hearing from him for a while. People get forced to do it because most of them are easily replaced due to a lot of other people who think "wouldn't it be cool to make games?"

    It's not. He can't even enjoy the games he makes because working on them is so soul-crushing that it's impossible to have fun playing them. Hell, he doesn't even get paid overtime!

    So if you really want to be in the game industry, make sure you're a loaner without a family who doesn't like to sleep very much.

    A better bet is to get a CS degree, get a job working for some boring company or the government, and mod games as a hobby. Modders get to do it because they love it, on their own schedule.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:Step 1: Forget about friends and family by jluzwick · · Score: 1

      I completely agree with this post. I currently work for said "boring" company doing Java GUI programming work. It's not horrible and in fact can be rewarding at times. Our deadlines are fairly lax and as long as we get the work done, no one really cares what you do. You put in 40 hours a week and starting you can make 65k+ easily, 70k+ if you have a masters. This gives me tons of time at home to program my own game that I'm working on. In fact if you're thinking of game development/modding, I would suggest you look at the game Replica Island for android. The developer, Chris, is a game industry veteran who joined Google and works in Japan. For his side project he made this game then gave it away for free along with it's source code. It's fairly simple to mod and get a decent side-scroller working on android phones. I believe there have been 5 other developers that have released some side-scroller now on the android market based off of his code in the 6 months it's been released! His website is www.replicaisland.net

    2. Re:Step 1: Forget about friends and family by frank_adrian314159 · · Score: 1

      The game industry is the western world's remaining sweat shop.

      I think you meant "last remaining sweat shop", but that's not true. Every industry that has "cool" attached to it, has more people wanting in that there are positions, and doesn't have strong unions will contain almost nothing but overworked and underpaid people working in them. Look at almost any "content production" industry - writing, game development, music... it's repeated over and over. It only goes away when the "cool" factor dries up or people wise up. Usually it's the first that happens.

      --
      That is all.
    3. Re:Step 1: Forget about friends and family by cheekyjohnson · · Score: 1

      After seeing lots of comments such as yours, I'm really reconsidering working at a large game developing company.

      --
      Filthy, filthy copyrapists!
    4. Re:Step 1: Forget about friends and family by Tridus · · Score: 1

      Well good. If we save even one person from that hell, then it was worth it.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  37. Advantages and Placement Rates by DingerX · · Score: 1

    Yes, CS degrees appear more flexible, but there are huge advantages to a serious, top-tier game-program like DigiPen:

    In addition to the courses you'd encounter in a standard CS program, the curriculum includes specific classes geared towards video game development. So, in terms of formation, a DigiPen RTIS B.S. does have a CS-level understanding of "alogrithms" and "data structures in depth"; but can also do the fun stuff.

    The yearly project system ensures that each grad will come out with a portfolio (aka "solid demo projects), which demonstrate not only the grad's abilities, but also her or his competencies to work as part of a team.

    Finally, I don't know about FS, but the last figure I saw for DigiPen was a 99% placement rate in the first year after degree. In other words: if you want to work in the videogames industry, and you are able to stick through four years of school, you will get a job.

    Some hiring managers may not care where you went to school, but when on paper one person has what amounts to a CS degree and a mod project, and the other has a CS degree plus specialized training in the field, and a fat portfolio of games, the choice is easy.

    Of course, the unasked question is: Do you really want to write games? Before anyone enrolls in a games program, she or he should try something: modding, building 3D models, little games, whatever. Because making games is a hell of a lot different than playing them.

    1. Re:Advantages and Placement Rates by Anonymous Coward · · Score: 0

      Finally, I don't know about FS, but the last figure I saw for DigiPen was a 99% placement rate in the first year after degree. In other words: if you want to work in the videogames industry, and you are able to stick through four years of school, you will get a job.

      That's a pretty awesome placement rate. What's their "completion of degree" rate?

  38. Death march by Anonymous Coward · · Score: 0

    After working for one of the leading game publishers for two years as a programmer, I was offered a production job as localization manager. I declined it for the simple reason that I would not, could not drive 25 year-olds on death march bullshit dev schedules. The person who ended up filling the job filed suit with the human rights commission 3 years later, after what amounted to a nervous breakdown.

    Tell your students to avoid the whole gaming industry like the plague. It's sleazy and morally repugnant. Why the f**k would you advise any young person to work in these sweatshops?

  39. Not really by Moraelin · · Score: 3, Insightful

    Not really. Having tried both, I actually found making corporate Java programs to be a _lot_ less stress.

    It's not just the deadlines, it's also, well, let's just say that unless you work for some incredibly shitty boss (and you should probably quit then), in corporate jobs you're a lot less likely to have a constant stream of change requests right until the deadline and in fact even past the deadline. We tend to make a fuss when the client wants another field on a mask or such, but few people have a clue what it's like to have Mr Designer come up with great ideas that turn the whole engine on its head.

    Also in a corporate database and Java job you may (or may not) have to deal with code that is properly structured and has automated testcases. If you're lucky, comments too. In fact, in some places it may even be enforced. And the need for ugly hacks is also a bit less present. In the games industry you have code written by people straight off college, who never had to write anything over 1000 lines and half of them still think that structure, refactoring or the rest of the theory is something that lazy old has-beens invented to make themselves look busy. If you're unlucky, it'll be code from someone who even thinks he has something to prove. If you're _really_ unlucky it will be script code from some hapless designer who got shanghaied into writing scripts because "everyone knows" scripts are teh easy stuff and game design stuff and no need to waste a real programmer on. Also, not only you'll have to deal with some obscure hack that might be there just to deal with the idiosyncrasies of some obscure driver version from 2005, but it's undocumented and everyone who even knew about it or the condition has long ago burned out and left, so you're left guessing if it's horrible code or necessary. Also, it's been written under terrible time pressure, so not only it's funky code the kind that gets produced on a Sunday evening after a 100 hour week and lots of skipped sleep, but nobody had the time to "waste" with comments, refactoring, test cases, etc.

    And so on, and so forth.

    Plus, I guess there's the sheer frustration about the creative part. In business a usecase may be dumb but ultimately you have to fit what the client wants done. You can argue about usability or fonts (and lose badly,) but that's about it. In games you may well have played a hundred games in that genre and actually understand better than Mr Designer why that idea is dumb and has failed before. He's not omniscient, and especially for games which get developed more out of "well, let's try genre Y because it sells better" he may actually be designing something he doesn't understand, or even hates. Just look at all the featured copied badly between games, because someone didn't even understand why they're there. Now imagine that you actually do know, and have read the interviews from the designer of the game you're trying to copy, and know full well that what you're asked to implement is a horrible caricature of it. But nobody's listening to you.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Not really by flnca · · Score: 1

      Not really. Having tried both, I actually found making corporate Java programs to be a _lot_ less stress.

      And I've seen Java shops in which inexperienced coders slaved away for years at pointless code b/c of their own bad app design ... often plenty of code had to be thrown away and replaced b/c it was simply useless and overcomplicated. Customers got frustrated and threatened with lawsuits ... Generally, I do agree with you. But really, all those problems are not typical for the games industry. When Designer X comes with his bad idea, then it's always a good idea to talk it over with him, or management. And "nobody listens" doesn't count. You can always talk to people ... if people can't be talked to, they shouldn't be in an office anyway ...

    2. Re:Not really by cheekyjohnson · · Score: 1

      "And I've seen Java shops in which inexperienced coders slaved away for years at pointless code b/c of their own bad app design"

      Sounds like they need to fire those programmers, then. They obviously don't know what they're doing and it's painfully obvious. This isn't a problem with Java or whatever, but the employers.

      --
      Filthy, filthy copyrapists!
    3. Re:Not really by flnca · · Score: 1

      You're entirely right. That particular company did go bankrupt.

  40. Probably a misconception by LBeee · · Score: 5, Informative

    During my CS studies, I was considering to start working in the gaming industry too, but finally decided against it. My naive concept of working for a game studio was that I would sit together with creative guys and think about what cool games we could do and what nice features we could put into and how we could maximize fun.

    After talking to people who worked for different german game studios, my picture changed quickly. I found out that what most studios needed were programmers, programmers and programmers. And those kind of programmers who would sit around for 80+ hours per week and hack C code. Not really my understanding of "fun". Sure, there are other guys like the graphic and animation dudes, sound and music, asset management but in non of these would fit my CS background.

    So I learned that what I initially was looking for, was becoming the lead game designer. Nothing you could expect to become with no hisotry in creating games plus at least 7 years of experience in the industry. And even if I magically would become a LGD, even he doesn't have all the creative freedoms I had image he would have. One guy told me, that a game they developed was starting out to be something like a sci-fi RPG, but one day they got a call from the publisher who told them, that "with all the LotR stuff going on, we should do something with hobbits and evles".

    This might be different in the US, but in Germany you seem to be pretty much the slave of the publisher and and are bound to every shitty idea they come up with that would make the game better selling .. even if in reality it would make it "just another boring FPS".

    So my bottom line is: if you love to code and already are a good programmer, go for it. If you want to "design" cool games you might be dissapointed how uncreative the whole process is.

    Clearly this is just my personal subjective view, but I'm pretty sure many of the people who "want to become a game designer" have similar faulty expactations.

    1. Re:Probably a misconception by forsey · · Score: 1

      It's the same in North America. I guess the best way to get creative control over a game is to get an MBA! Maybe in marketing?

    2. Re:Probably a misconception by am+2k · · Score: 1

      One guy told me, that a game they developed was starting out to be something like a sci-fi RPG, but one day they got a call from the publisher who told them, that "with all the LotR stuff going on, we should do something with hobbits and evles".

      A true game designer doesn't care whether you slap on the elve texture or the space marine texture. The game itself doesn't have to change just because you changed the setting. If you want to have some insight into this, read about the MDA model. This paper is great in explaining the whole concept of game design without requiring reading a 400+ pages book.

    3. Re:Probably a misconception by Surt · · Score: 1

      Sorry, but a true game designer is telling a story, not just defining game mechanics. They better damn well care whether it's the elf texture or the space marine texture.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:Probably a misconception by am+2k · · Score: 1

      No, that's the job of the game writer, not the game designer.

    5. Re:Probably a misconception by Surt · · Score: 1

      How many AAA games do you see with a writer credit. That is typically handled by a guy who gets a designer credit.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    6. Re:Probably a misconception by am+2k · · Score: 1

      Well, then still the writer will be the one who is unhappy. That the writer happens to hold some other positions in the team is irrelevant for this.

      On a tangent, the lack of dedicated writers might also be one of the reasons for the generally uninteresting stories of AAA titles. Even the highly commended story-centric Heavy Rain has one that would probably be considered very bland when it'd be used for a film.

    7. Re:Probably a misconception by Altrag · · Score: 1

      Don't you think that the dwarves on Level 4 look a little too similar to the elves on Level 6?

  41. find those who are interested... by metalmaster · · Score: 1

    I took a game development course for an elective while completing my 2 year degree. We worked with a *free* program called Game Maker that teaches the fundamentals of game design without being too specific. Sure, you'll make cookie-cutter games, but its all about the ideas behind them.

    Point any of your interested students to http://www.yoyogames.com/gamemaker/ Its a nice little package with plenty of tutorials and (what used to be) a good following. If they learn the basics and still wanna pursue games simulation as a career they will find answers.

  42. Contribute to open source games first by dfdashh · · Score: 1

    While what people are saying here is likely valid (game development is not "fun and games", etc etc), I'd like to suggest an alternative to lying to them or pawning them off to a school that will only postpone their decision-making process wrt game development: suggest that they work on an open source game. Working with an open source game is

    - a tremendous learning experience
    - a resume booster
    - free
    - easily accessible

    Personal example: I never wanted to be a game developer, but I was interested in how games work and how to make them better feature-wise. After looking around I found the Xonotic project, for which I now provide feedback and test for. It's a win/win for me and the project team; I've learned a lot in the process and the project team gets free map reviews and gameplay videos.

    --
    df -h /my/head
  43. Computer Science + Game Development by Anonymous Coward · · Score: 0

    I will answer the question. There are now several schools that over game development curriculum. Look into these first. I graduated from RIT taking the Game Development concentration and overall, my degree has been good.

    Here is what I can say about that program: It's probably one of the best cs i programs at RIT. You take all the standard math, science, and cs courses. When you get to the actual games courses, you'll find the professors and students very dedicated. You are guided with strategies along the way, but you need to do a lot of learning on your own. When I was a student, it was pretty open - we pretty much took a year, broke up into teams, and made games. There are lots of skills we learned doing these projects that we might not have learned doing smaller, more concentrated projects.

    Did I end up making games? Sort of. I've done a few budget, educational titles in my free time. I don't really have any interest in working on big-budget games, but if an idea comes along for a cool game I would consider executing it. The skills in 3d graphics and audio processing have been pretty useful to have because not many programmers in my field are experienced in these areas.

  44. Hahaha by Windwraith · · Score: 1

    I had the same idea as you...when I was like 8 years old.
    Now I do games, but as my hobby. Going for the industry means you are making games for the money (shows a lot of love for your creations), and...do you really expect to be able to do anything? Do you think you'll get a name? Hah.
    This is what will happen: You will enter a team, your soul full of dreams, and start your wonderful project...and then some dude in a suit will tell you what's right and what's not, completely ruining your vision of the product. Just because marketing studies show you must make it *like this*.
    The videogames industry is a piece of crap because it's run by dudes with suits and greedy developers that want to hit it big and become the new Kojima/insert name here.

    As a serious game developer I tell you this. You suck.
    I earn more than enough from my regular job, and I get to make the games I want, like I want. And I enjoy every moment of it. You won't.

  45. I hire games programmers. by Fingerbob · · Score: 3, Informative

    I've been interviewing and hiring programmers for games companies for the last decade. I look for:

    Programming skill, with C++ being the most relevant language (but obvious excellence in other languages is also hugely useful). Demos, contributions to open source, university projects, youtube videos of the results of your work are all good showcases. Having a website with linked examples (executable and source to look at) makes evaluating skill much easier while sifting CVs. We have hired folks recently with no C++ experience, but they had very strong demonstrable C# or Python experience.

    Team fit - must be smart, get things done, friendly. People who are passionate about what they do, willing to work on whatever is most important to the team at the time (rather than "I only want to work on shaders", for example) and desperate to learn. I really, really want to hire people who want to do good work. I'm much less likely to hire people if they are not all three of the aforementioned criteria.

    Education is a really simple bar for us to use these days, as many people do meet the above criteria. We normally expect at least a bachelor's first in a science. I've hired a few postdocs recently, they're all great guys. If you haven't got good math/physics results at A-level, I'm very unlikely to interview.

    We obviously don't expect people to hit every point, but we are lucky enough to be pretty choosy.

    1. Re:I hire games programmers. by loufoque · · Score: 1

      I've been interviewing and hiring programmers for games companies for the last decade.

      Are you as bad as the hiring consultants from the other fields of software development?

    2. Re:I hire games programmers. by Fingerbob · · Score: 1

      probably ;) If you'd like to enumerate their specific failures, I can give you yes/no answers.

    3. Re:I hire games programmers. by eulernet · · Score: 2, Insightful

      Ok, it seems that you hire game programmers.
      Now, explain me why there is no game programmer in his forties ?

      I mean, all the people I know quit working on games at some stage, and I know no team with very experienced developers.
      I don't speak about management, since a few developers are able to become managers, but this is very rare too.

      Disclaimer: I've been a game programmer during 20 years, and I'm now an happy engineer, outside of game programming.

    4. Re:I hire games programmers. by ProppaT · · Score: 2, Insightful

      I don't know about his answer, but my guess would probably be compensation and corporate environment. Most game companies design work environments to appeal to younger professionals. Once you get to a certain point, realize most of your peers are younger, you have no upward mobility at the company, and your programmer friends working outside of videogameland are making substantially more money, your love for the industry wains...not to mention the fact that the deadlines are unrealistic and you're likely to be the mature person on the team who actually gets stuff done.

      The margins are rough enough in the game industry these days that I can hardly blame companies, though. It's a lot easier to hire younger folk who will work for less to be in a cool industry than it is to hire more experienced people who need to feed their family.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    5. Re:I hire games programmers. by Fingerbob · · Score: 1

      I can't speak for other companies, but I can speak from my personal experience.

      I'm a team manager now, but I still do programming work occasionally. I'm in my late 30s. some of my team are 20s, some are 30s. A couple are over 40, a couple are fresh out of university.

      Some of the folks who were older than me when I got into the industry are still working in games, and they are well into their forties now. Granted, they often are team leads or directors, but I think this is a consequence of the industry being very young and mostly populated by kids when it first grew out of the bedroom scene 30 years ago.

      Of my last five hires, one of them was over 40.

      I do find it interesting that the games industry has fewer older, luminary figures. If you look at the technical leads over at Pixar or Google for example, some of those guys are positively ancient (and I'd hire them in a second).

    6. Re:I hire games programmers. by Fingerbob · · Score: 1

      I think this is a great answer. I love what I do, and I love where I work, but I know folks younger and dumber than me who are positively coining it in working in the finance sector, for example. If I were tempted more by the cash, it would be much harder to justify doing the job I do.

    7. Re:I hire games programmers. by eulernet · · Score: 1

      I agree with you.

      However, I have to add that the transition post-games is very tough.
      It's difficult to start a new type of job, because your competences are game-related.

      Personally, I had the chance of working for an Internet company for games, and I used this opportunity to work on Web related projects after this experience, but it's more difficult for people specialized into 3D engines.

      Another opportunity is to advance in the hierarchy, so that you learn management, and this can be used anywhere, but this was not my case.

      With videogames, it's impossible to plan your whole career into this sector.

    8. Re:I hire games programmers. by eulernet · · Score: 1

      In my case, I started at 19 (in 1984), and I experienced how the games went from two guys team (one coder, one graphist) to large teams (which I still believe is an error, because I never met anybody able to manage a large mixed team).

      In the last years of my career in game programming (10 years ago), I realized that I was one of the oldest guys in this sector, I was still single and was always badly paid.
      Also, most game companies in France died at this time, and I didn't want to go in England or somewhere else.

      I also encountered a lot of talented young developers, some of them even behaved like kings, and it was not simple to discard all my experience to start something anew.

      Perhaps one of my problems is that I have been an early developer, and most of gamers are now in their thirties.
      It's difficult to create games for another generation of gamers.

      I hope you'll be successful in your future, and be able to adapt when a new generation of gamers will appear.

    9. Re:I hire games programmers. by Anonymous Coward · · Score: 0

      I'm 55 years old and I'm a games programmer. There are not many of us around at that age because the industry isn't old enough. Look back at what games were like when I graduated from college in 1977...if there were 100 games programmers in the world back then, I'd be surprised. The industry is too young to have a bunch of greybeards like me. Also, many (but not all) programmers choose to flip to a management track after 20 years staring at C++ code - they don't always leave the business - just get promoted to a point where they don't write much code anymore. I came to it fairly late and via a roundabout route - but there are plenty of post-40-year-olds out here in the trenches.

      Sure there is a high burnout rate - especially amongst companies with the worst track record for 'crunch' (crunch==unpaid,compulsory overtime). But the people who wash out are the ones who find no joy in doing it.

      Game making is a team activity. Working long hours to fix a bug gets you a reward from your team-mates - respect from people you admire. The collaborative effort - the belief that you're doing something that's going to be great (although often it isn't) is an incredible driver. Many, MANY times people work long hours to get something done without even being asked...taking one for the team. There are perks too - the company I work for gives us free food - there is beer in the refrigerator in the company kitchen - we have parties - there are arcade machines in the hallway - a pingpong table - and nobody minds if you take a break and play for a while. No corporate dress codes - no "casual Fridays". It's a very low-bullshit environment.

      But yes - it's going to be hard work - and if that bothers you, don't do it!

      At the end, there is an amazing "high" to be had when you walk through WalMart and see kids playing YOUR game at the in-store demo machine and rows and rows of little DVD cases with your 'stuff' inside. The knowledge that you had a part in that is an awesome thing.

      But you have to have a passion for it - if you don't, you certainly won't make it. You also have to be really good at it. Crappy programmers don't last long. Games people are a tight-knit crowd - everyone knows everyone else. If you are useless at your job, the news will spread fast and you'll be off doing something else within not too many years.

    10. Re:I hire games programmers. by Anonymous Coward · · Score: 0

      Now, explain me why there is no game programmer in his forties ?

      I'm going to assume that you'll allow "engineer" in place of "programmer" in your question, as most programmers prefer to be promoted above simply programming at some point in their career. I've been a software engineer in the game industry for about 8 years now, working directly at three companies and having close ties to a number of others.

      I actually know many 40+ engineers in the game industry. Most of them don't touch much code anymore. They've been promoted to tech director jobs, where they decide what direction we're moving, what tools we're going to use, etc. They get most of their information by relying on their teams and making decisions based on the info they receive and their past experience.

      You'll also tend to find these engineers (especially the coding variety) at smaller companies with less crunch periods. They have lives and families, yet still love the game industry. Or you may find them working as independent contractors, which allows them to work on their own schedules.

      But yes, the industry has a problem with losing engineers to other industries and almost never gaining engineers from other industries, mainly due to the specific set of skills required to be a good game engineer. This is why the older game engineers are harder to find, but they do exist.

    11. Re:I hire games programmers. by Anonymous Coward · · Score: 0

      Now, explain me why there is no game programmer in his forties ?

      Pah, half our coders are in their forties, the others in their thirties. The young one is not even divorced yet.

    12. Re:I hire games programmers. by 91degrees · · Score: 1

      Out of interest, how did you escape from the games industry? (I realise we're going off topic but hardly anyone's going to be reading a thread this old).

      In my case, I was made redundant and became a contractor, then got a contract doing interactive display systems, which established me as a "programmer" rather than a "games programmer" but I'm curious about other programmers' stories.

    13. Re:I hire games programmers. by eulernet · · Score: 1

      In my case, my penultimate games company was also Microsoft Regional Directors.
      They worked on Microsoft technologies, and I was coding casual games for browsers, using their own C++ framework (based on ActiveX).
      When the company fired all their game programmers (and one of them is the creator of Trackmania), they proposed to provide 2 months of training on Microsoft technologies (.Net, etc...).
      I gladly accepted, since I was not sure about my future in games.
      Also, I have no diploma, because I started working on games since I was 19, and in France, it's difficult to be recognized for your abilities instead of your diplomas.

      After this experience, I was unemployed during 6 months, where I tried to find a game company, using my large network of ex-colleagues.
      Finally, I was hired at Nevrax (on the Ryzom project), and I realized that I lost interest in games programming, so I quit after my trial period of one month.

      Then, I contacted my friends and asked if they knew some companies that could hire me for their project, and I'm still working at this company right now (since 7 years).

      I think that my most important decision was to realize that games were over for me, which was very difficult to accept (I was coding games since the last 20 years). After that, finding a job was a lot easier.

      Money was never my main motivation, I'm always trying to find jobs where I'm not bored, and sufficiently paid.

  46. teach them how to make DRM work by ciderbrew · · Score: 1

    by not using it!
    / sulking cos Batman Arkham city will use Games for windows live. Another one I want, yet can't/wont buy. :(
    Get them some contact in the industry. Half the time is who you know.

  47. Maths & software engineering skills are essent by Anonymous Coward · · Score: 0

    If you want to become a games programmer, I'd recommend Maths or Physics, in addition to a course that covers software engineering.
    Those without decent 3D math skills, and an understanding of good software engineering practices are of absolutely no use for game development.
    A firm understanding of the underlying operation of computers is essential to writing code that performs well, so a good grasp of what high level language actually compiles down to, and an excellent grasp of formal software engineering practices are completely essential.

  48. XNA by JoelMartinez · · Score: 1

    XNA Creator's Club: http://creators.xna.com/ Supported Platforms for Game Development: * Windows * XBox * Windows Phone 7 * Zune * Silverlight (via SilverSprite) * iPhone and iPad (via XNA Touch)

  49. I wish I had the money... by CFBMoo1 · · Score: 1

    I'd want to build a simple muliplayer platform that lets people build and script their own game worlds. They could use stock resources or add their own, kinda like how NWN1 was done. The only thing people would have to download is the custom content packages to render the world properly. The game world itself would stream down to the client like in NWN1 so they didn't have to download that entirely as well.

    Yeah there would be a lot of crap content out there, but it would start getting the creative juices flowing for people. Over time it could turn in to a nice easy starter package for game development and it would be open so people could just grab it and run it without paying mountains of money. I'd also have it running completely on all three platforms (Linux, Mac, Win).

    It would have to be kept simple and easy to use so anyone could walk up to it and start using it. It'd also have to have the flexibility to do some pretty advanced things.

    Oh well that's my wishful thinking post for the day and that is about as far in to game development as I'd want to get because I miss that kind of game platform with all the crap MMOs these days.

    --
    ~~ Behold the flying cow with a rail gun! ~~
  50. jumping jesus christ on a pogo by kiddygrinder · · Score: 1

    tell them they're stupid for wanting to do it, tell them they're dumb for even thinking about it and hope and pray they listen to you because 1% of the ones who don't might even get close to a fulfilling career with something to do with computer games. i'm doing regular programming and i wish i'd been a plumber, at least there'd be less shit to deal with.

    --
    This is a joke. I am joking. Joke joke joke.
  51. Getting started by Anonymous Coward · · Score: 0

    Just a quick blurb if they have never used an engine before you can get a free indie version of the unity engine at unity3d.com.
    Not the best engine in the world but good for first timers to get their feet wet.

  52. Passion or fad? by Rophuine · · Score: 3, Interesting

    I've been the student who desperately thought I wanted to write computer games. I've been the interviewer (for a financial software house) interviewing ex-games-programmers. I've been a team-lead mentoring ex-games-programmers. I've worked with a 1st-level phone support guy who'd spent 6 years as a hardcore C++ game developer but couldn't find any software work and had to take a support job.

    First of all: tell them not to do it. The glory isn't what they think. The fun isn't what they think. The hours will suck, and the rewards will be average. Their shop will go under, and they will be competing with their 30 colleagues who are also out of work for whatever local jobs are going. They will come out as hardcore coding junkies with mad skills, and then end up taking jobs as interns under 'developers' with half their talent.

    But: they will work with a bunch of young people, on crazy deadlines and massive unpaid overtime. They will meet some crazy people. They will eat a lot of pizza, and they will get free time on their competitors' games. They will be part of a tightly-knit, fast-moving industry which teaches them amazing technical skills. They will get no credit for it.

    If they're sans-girlfriend, have few commitments, and want a few years of madness which they'll walk out of at the end with few rewards apart from the experience, they should pursue it. They need to know that it will suck the life out of them, they will feel under-appreciated and over-stressed, and they will probably need to rely on friends and family to get through lean times. It's an option when they're young. It's like traveling. Do it now: you won't be able to when you're older.

    I'm speaking purely from a coding perspective, when it comes to skills. Maths, physics, and good coding skills. They need to know all about pointers, recursion, memory-management, event loops, and algorithm efficiency. They should pick an open-source engine or game, and try to contribute (this will help massively in landing a job).

    Most importantly... they shouldn't do a FullSail course. Or whatever. Game programming is a long-term prospect for ... maybe 1% of gaming coders. I made that statistic up, but it's not high. You will move on. When you do, you do NOT want to be showing up to your interview at the software branch of some financial firm or engineering shop with no credentials other than a games-programming course and game programming experience. CS and some physics and maths courses will go a long way towards landing you a decent 3rd or 4th job. A games-programming-centric accelerated course will dump you in your ass in 4 or 5 years time with no credible education and barely-credible experience (however unfair it is, most people interviewing you will NOT lend your years of low-level C++ development much credit at all).

    There you go. Doing a focused course MIGHT land you a game-software job, at massive cost to your future. Doing a CS course also MIGHT land you a game-software job. There's probably a slightly lower chance (or perhaps even a slightly higher chance!) But, your fall-back and long-term career prospects will be massively better off with CS. When you fall in love, buy a house and a puppy, and have kids, you will have career prospects at companies which leave room for those things.

    I've seen it. Go the focused-games-programming-course route, and you end up with 6 years of good software development experience and having to take a crappy support job at a company which doesn't give REAL developer jobs to people with games programming degrees, making 10k less than the graduate CS guys. It's shit-unfair, but I've seen it.

  53. Not Full Sail by ProppaT · · Score: 1

    As someone who lives less than a mile away from Full Sail and knows many present students and current professors, my gut instinct (except in very select cases) is to steer away from the Full Sail pyramid scheme...a viscous cycle of students graduating, not finding work, and becoming full sail professors as the school continues to grow and take over the corner of Semoran and University.

    The only people I know who have graduated from Full Sail and actually use their degree are two of my friends who do freelance video production. Sure, it's an accelerated program (which can be nice), but most industries don't take the degree very seriously. You're often taking courses with students that just recently graduated and have no real world experience and fighting over lab time. The same could be said of a university; however, grad students generally only teach 1000 and 2000 level courses at a university and, at a university, you're not paying nearly as much.

    I would definitely go online and read students opinion of the school before dedicating that much money and time to a program. I have a feeling that once you start reading students and employers opinion of the program, it'll seem a lot more shady than those ads make it out to be.

    Go to a 4 year university, make friends in the computer science program, and program in your free time. You'll have a lot more free time going to a university, the information won't be crammed down your throat at an accelerated speed, and if the video game job doesn't pan out....at least you have a computer science degree and you can get good jobs elsewhere!

    --
    Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  54. Lockout chip by tepples · · Score: 1

    First of all: Join the modding community.

    I thought video game consoles had lockout chips specifically to defeat mods. If you meant find a PC game to mod, a lot of genres are grossly underrepresented on PCs.

    1. Re:Lockout chip by TheSpoom · · Score: 1

      The equivalent to modding on consoles is homebrew. The hardware companies don't like it, but it is and probably always will be there.

      --
      It's better to vote for what you want and not get it than to vote for what you don't want and get it.
      - E. Debs
    2. Re:Lockout chip by tepples · · Score: 1

      But won't the console makers disqualify developers who got their start in homebrew?

    3. Re:Lockout chip by Altrag · · Score: 1

      Doubtful. Console makers definitely have a lot of control over the developers, but I seriously doubt that they have enough control (or information) to say who the development companies can hire and who they can't.

      It might be different if you wrote up a game as homebrew and then decided to call up Nintendo and ask for a license after the fact, but as long as all you're doing is demoing your project to a dev studio, it would be up the the studio to decide whether or not to hire you (there's a good chance that they would -- if you can actually get a homebrew game to run well, you're probably as good if not better than the people they've already got on staff since you would have had to do it with limited documentation and no dev tools, so you'd have to be basically working right on the hardware.. of course your employment contract would probably stipulate that you have to completely dissociate yourself from homebrew after that point).

  55. Overqualification by tepples · · Score: 1

    there is no such thing as [...] "Too much knowledge"

    Wikipedia disagrees.

  56. Just say 'no' to Full Sail.. by Anonymous Coward · · Score: 0

    That's what we do. Please get a real CS degree.

  57. Thanks! by Anonymous Coward · · Score: 0

    Just been talking about getting into this industry and considering taking up a programming degree for it of some sort (more the mobile phone app side of it)
    Your comments have ben an eye opener. figured it would be a tough industry. Didn't realise it would be that bad though. Some food for thought though... Working in a sales background the marketing side of it might be a better fit for me.

  58. Learn C by assertation · · Score: 1

    Learn C. That is only a start and one tiny part, but it is a start.

  59. Can you believe we get paid to do this? by Anonymous Coward · · Score: 0

    http://www.youtube.com/watch?v=gwlE1aASc4g

  60. free tools and elbow grease by Anonymous Coward · · Score: 0

    I recently downloaded Visual C# Express 2010 and found that MSDN has a wonderful beginners page for programmers, video tutorials and a great community that's responsive to questions. And did I mention that it's all completely free? love it

  61. Go the CS route, but with caveats... by Anonymous Coward · · Score: 0

    I'm in the game industry, and although I chuckled at all the jokes about "roman slave rowers" and the like, the truth is it *is* a good industry to be in if you have the chops and find the right studio.

    I have a traditional 4-year CS degree from a US state university, so I'm partial to that route. I consider myself "well rounded" as a result of that education, and I would recommend it to anyone interested in game programming for similar reasons. If all else fails, it will help to land "regular" programming work should the game industry thing not work out.

    However, some game development programs are actually quite good, such as Dallas's SMU Guildhall. If you already have a strong CS foundation and can spare the cash (it's not cheap!) programs like these will certainly prepare you for what lies ahead in the game industry. But I wouldn't recommend them to someone starting cold with no programming experience.

  62. 1/100 by swatthatfly · · Score: 1

    I work as a dev for one of the biggest game companies. Around me, in the studio, are close to 100 programmers. Over the last 4 years I have only met 1 (one) programmer without a university degree. He got fired at some point when cuts were made, but not for lack of coding skills. So your chances of finding a job without a university degree here are 1/100. I would do a CS degree! Of course, very little of what you learn in school will be used, so it may be that you can use those 3 years of your life to get a kick ass game out on your own, and even make money instead of spending on tuition. tThe experience gained this way will make yo employable right away. But realistically speaking, very very few people have the discipline to do it.

    --
    keyboard not found! press any key to continue...
  63. Passion and dedication is required.... by madhatter256 · · Score: 1

    I have a friend who spent about a year and a half living at home and had good parents that understood his passion for games, develop his skill in level design.

    He made mods for UT2k3 and UT2k4. Around 2006 he got a real paying job at an indie studio that is mildly successful. He's now making around 50k a year. Grant it, he works like a dog, but he loves it from what I can tell. Sometimes I envy him, because I took a different career path - a Civil Engineering degree due to job security and normal hours, but oh well.

    My point is that as long as you have the passion, motivation, and dedication, you can get into the game industry or any career you want. Sure, sometimes you have to do things to survive in the world or take the formal route (ie college), but stick to your dreams and eventually you'll get a chance to live it.

    --
    Previewing comments are for sissies!
  64. First, get some work in... by HeckRuler · · Score: 2, Funny

    First, get some work in a salt mine. But not in America. You should hunt down a third world salt mine, preferably one with an oppressive regime and bosses whose lives are tied to production.
    Once you get used to the hours, the whips, the festering wounds, and the ubiquitous taste of pain, then you will have proven yourself capable of dealing with the game development atmosphere, and it's time to go get some technical skill.

    Of course, that's assuming that you want to go into "the industry" and get a paycheck.
    If you just want to make games, then go be an indie developer, learn by doing, and STARVE (unless you strike gold).

  65. think about opening up your options by Surt · · Score: 2, Interesting

    NB: I worked for blizzard on Diablo, Diablo II, Starcraft, WOW.

    A generic CS degree is good enough to land you a game job if you can prove you can write games. A games degree may NOT be good enough to land you any other kind of CS job you might want in the future. Furthermore, the games-only programs are generally laughed at in the high end of the industry.

    And, like me, you may find yourself wanting to work at the high end of the industry one decade, and wanting out of the industry the next. The games industry is very much a frat environment. Which is great fun when you are up to about 30 years old, and suddenly starts looking like a complete waste of time when your first kid arrives, and you start wishing you didn't need to spend 70+ hours in the office every week. In all seriousness, it is a fantastically fun environment ... with an extraordinarily high burnout rate. Make sure your long term choices include that likelihood of burnout.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:think about opening up your options by toxonix · · Score: 1

      Furthermore, the games-only programs are generally laughed at in the high end of the industry..

      Yes they are. Laughed silly. Resumes with Fullsail or the like don't pass the initial screening process by recruiters.

    2. Re:think about opening up your options by Anonymous Coward · · Score: 0

      I have a CS undergrad degree and proceeded to go to a graduate school program for game development (programming). I had a job in the industry by the time I graduated. It took me a mere two years to realize how horrible life in the industry is. The job in and of itself was a lot of fun. Most of the people I worked with were creative intelligent people. You solve interesting problems under interesting constraints.

      The quality of life problems lie within the abusive management practices which are rampant across the industry. You can expect 70+ hour work weeks on a regular basis, and you have to deal with publishers and upper management who will impose absolutely ridiculous design decisions that literally ruin most games. Oh and the pay is NOT that great and is getting worse as the supply of game programmers from game schools has been flooding the market. You can readily find salary surveys on the game industry, and if you come from a game school you WILL be low-balled everywhere. Coming out of a game school as a programmer and you can expect starting salary somewhere in the 55k-65k range. It will be hardly enough to justify your student loan costs from those nice expensive game schools.

      Now don't get me wrong, the training I received from game school was really high quality, and thanks to that training I have landed a job in the corporate world that literally pays twice as much as what I was making in the games industry. Even better, I only have to work regular business hours and I get time to spend with friends and family.

  66. why is the same question posted every other week? by Anonymous Coward · · Score: 0

    really getting old

  67. A small study on the topic by Anonymous Coward · · Score: 0

    So I interviewed a good number of developers at one game company to try and answer this sort of question.

    In terms of Full Sail/Digipen, those programs generally garnered a lot of respect from the developers I talked to. But they also regularly hired from regular run-of-the-mill CS programs as well. One person said that each provided different talents: the game development programs folks definitely could get down and dirty right away, but the CS folks tended to have a better grasp of the theory, data structures, etc which could be useful for thinking up new approaches. So both could work. Talking with some teachers at Digipen, their program is quite intense but also very focued on game stuff...so if you think your students might be turned off by slogging through the usual CS cirriculum and having to make all the connections to game development on their own that might be good. On the only hand, students with slightly more far-ranging perspectives might wish they could take some non-game electives now and then (or, god forbid, even non-programming courses).

    Be sure to guide them carefully though...there seem to be many places disreputable schools with 'game design' degrees that aren't worth the paper they are printed on.

    In terms of qualifications game companies are looking for, you might check out my paper (I reference some other folks trying to answer similar questions too):

    http://home.cc.gatech.edu/hewner/11

  68. Everyone's to be talking about PC & console ga by ralphc · · Score: 1

    What about the "casual" games in Flash, or iPhone and Android games? Are the conditions or payoffs any different there?

  69. Teach them to be a buccaneer-scholar by Anonymous Coward · · Score: 0

    Self-education is ultimately the way to really get into any tech job. You can sit in college and have a prof try to stuff your head full of what they find interesting, but unless you are engaged and trying to learn on your own, or at least for yourself, it is just useless knowledge with a pointless piece of paper at the end.

    James Bach wrote a book called "Secrets of a Buccaneer-Scholar". He dropped out of high school, taught himself assembly (this was a few years ago...) then worked as a game developer for 2 years before getting hired at Apple as the Testing Manager. Now, 20+ years later he is one of the authoritative voices in the software testing industry because he is constantly self-educating.

    Teach your students how to learn and how to be engaged in real authentic problems, then let them take it away from there. Experience and desire count for way more than a fancy piece of paper with their name on it.

  70. Done it, here's my old advice... by Anonymous Coward · · Score: 0

    Back when I did game design and programming for a living I told people they should study:

    1) Visual arts. Doesn't matter what, but you've got to have some knowledge of turning an idea into something that looks cool. That's true whether you are storyboarding to pitch ideas, an artist, directing artists, or writing the code that presents the art. Anything from painting to cinema.
    2) Math. Anyone who can handle math can pick up programming. Not everyone who thinks they can program can handle math.
    3) Music. This was at a time when game music was perhaps more important (nobody fired up their MP3 player in the background while they played) but understanding at least the basics of music theory was a major help both in directing composers and understanding when and how to do things like transition songs, design sound effects, and so on.

    That was back when small games were the norm and a game could be brought to market by a handful of people. It would still be the ideal skill set for an indie game developer.

    Nowadays I write financial software. Yawn, but reliable dollar signs.

  71. Don't. by Animats · · Score: 1

    I agree with the "Don't" people. I used to do physics engines, back int the 1990s when nobody else had one that worked right, and had some exposure to the game industry and Hollywood. (I did OK because I had a patent, and thus a strong bargaining position. I'm sure I'll hear whining about this from people who've never cracked a hard problem.) Both the game industry and Hollywood have more people wanting to get in than actually do get in. However, Hollywood has unions. This keeps the working hours down, the wages up, and, most importantly, the schedules sane. Because the unionized film industry pays overtime, including time and a half after 40 hours and double time after 6 days, management tries very hard to avoid "crunches", and film scheduling and budgeting are well understood. The game industry doesn't bother. Also, the film industry has better parties, better meals, and hotter women.

    Even if you're at the high levels, but just an employee, game development tends to suck. SCEA had a panic after the Playstation 3 came out and they realized, far too late, that the Cell machine was nearly unprogrammable. So they basically yanked their R&D people off whatever they were doing and put them on Cell programming tools. There's also the fact that game development isn't about R&D that much any more. Most of the essential problems have been solved. How to do a big, seamless world, or a physics engine, or echo-free voice multiplayer voice chat, is well understood now. So a bigger fraction of the programming is grunt-level stuff.

    I can't speak for the art side, but since game worlds got bigger, that's a huge, partially outsourced grind. Somebody has to draw all those buildings and storefronts. Doing artwork at full speed, full time, is wearing. It's much worse than typing.

    I will say that the people who do well in the industry seem to have enough programming skills to write good code, enough artistic skills to make good artwork (although not necessarily at the speed of a working artist), and good insight into game playability, player dynamics, and social interaction.

  72. Ask about lifestyle... by CohibaVancouver · · Score: 2, Insightful

    In addition to an education path, you'll want to help potential students consider whether game programming fits with the general life that they want. "In general" (and there are of course exceptions) in the gaming industry, hours tend to be long and pressure considerable, particularly during "crunch" periods when games need get out the door to align with the Christmas season. The compensation both in terms of salary and at-work perks also tends to be good, but you need to decide if that's fits with your life. Of course generally young people say "SURE!" to these sorts of questions, so it may be moot...

    (These questions are similar to the questions people are asked to consider by career counselors before they go to law school - Working as a lawyer tends to mean long hours and reduced life / work balance. It also usually means a good salary, nice house and a BMW, so most (but not all) of my lawyer friends consider that a fair trade-off. )

  73. DONT - learn programming yes, but no jobs in games by Anonymous Coward · · Score: 0

    Everyone who's 12 thinks it would be cool to program video games. It's not. There are a million shiny eyed programmer who get taken advantage of by the industry, just like hollywood takes advantage of stary-eyed starlets.

    Learning programming is good. Learning only for video gaming is like learning to be a mechanic but only learning to work on a single model of car.

  74. Two paths I know, only one has a job in the field by sandytaru · · Score: 1

    Two of my friends went through vastly different paths. One earned a master in computer science. The other did an interdisciplinary undergrad followed up by CG design for his master's degree. The comp sci guy works for EA Games in Japan, developing PS3 stuff, pretty much living his dream life. The CG design guy currently works for Best Buy's Geek Squad. His CG art degree (from a high end institution) also cost him three times as much as the CIS degree, so he's facing $60K in student loan debt to boot. There is no shortage of CG artists, it seems. What the industry needs is more folks that can handle line coding.

    --
    Occasionally living proof of the Ballmer peak.
  75. Get a real CS degree by IMadeAnAccount · · Score: 1

    n.b.: Like a few others here, I am a real live game developer.

    A real 4-year CS degree will get real attention in the hiring stack, no matter what school it came from. Lots of schools also offer a certificate, secondary major, master's degree, or something along those lines for students specifically interested in game development. That's where your students should go.

    Honestly, whenever a resume comes across my desk from Full Sail, it looks really impressive. In fact, they all look equally impressive, and read like the resume of someone with 10 years of industry experience, as opposed to just a 2-year associates degree. They claim that the applicant knows every popular programming language and API. They go on to say that the applicant "knows" really broad and impossibly intricate and difficult topics such as AI, game engines, and optimization.

    Occasionally, I would bite on one of these Full Sail resumes that happened to have some additional prior education or something else that the others didn't, and I would let one of these applicants move on to the next step of the interview process. Part of that step was a self assessment (rate yourself 1-5 in these ~40 areas), and another part was an open book written exam (write a simple game in pseudocode, solve this game scoring problem in any language, design an API for this common subsystem). Comparing the fluffed up resume and the self assessment to the actual written answers showed such a disconnect that it was laughably bad. Every time. Out of 5 or 6 Full Sail graduates who took that written test, the best one was just plain bad, without the laughing part.

    Now compare those results to the other applicants who had CS degrees from a wide range of schools. We got the occasional laughably bad applicant there too, but on the whole they were much better than the Full Sail kids.

    Every other developer I've talked to about Full Sail has told me similar tales. I can't say much about DigiPen though; I didn't get many of their resumes.

  76. Game programming is for fun, not for money. by tp_xyzzy · · Score: 1

    Here's what happens when your first game is ready: You'll find some publishers, and they will tell you to sign a contract, which makes the game useless for anyone else than that one publisher. Then they give you $1000 of money for 2 years of work for a completely finished product.. Getting a game ready is in reality a big disappointment and most people cannot handle it and will stop creating games or switch to something else. But this will happen quite early in your life, since only very young people will dream about game programming.

    So it's not really worth the effort. The people who created the game learned large amount of programming, and that eventually provided a good job, so the effort did get rewarded eventually; but not immediately and definitely not in the way people originally thought it would happen. Large amount of effort is going to be rewarded one way or another -- it's just too obvious who have done the effort and who have not -- you need to talk to a person for 2 minutes and you can easily regognize if he ever spent years writing code. This effort will get rewarded later in your life.

    But you shouldn't think that game programming alone will give you steady income. It's just not going to happen. The reward comes from learning things that noone else knows, and then when applying to a real job, they will regognize what you have learned while writing your first game. So game programming is a good way to get young people to get interested in programming, but it's not a substitute for a real job.

    1. Re:Game programming is for fun, not for money. by cheekyjohnson · · Score: 1

      "But you shouldn't think that game programming alone will give you steady income"

      Really? I was under the impression that it paid fairly well. What do you consider a "steady income"?

      --
      Filthy, filthy copyrapists!
    2. Re:Game programming is for fun, not for money. by stonewolf · · Score: 1

      Game development is a highly entrepreneurial business. Which means you have to watch out for your self and it means you are only as good as your last project. Many companies hire you for the duration of a project. When the project is done you are laid off. The project might be done when it ships, and it might be done after lunch today because the producer decided to use the money for a game that appears to have a better ROI.

      Once you have been laid off you get to look around for another project. You will be unemployed during that hunting time. Even if you were making over $20,000/month (never happens for programmers) in your last project you might not get that in your next project. And, you might have to live on savings for anywhere from a month to a year between projects. Not to mention that you may find your self work 80 hours/week while you are working. So, yeah the salary might look nice, but when you look at actual yearly earnings it doesn't look that good. When you break it down to $/hour you might find you could do better working behind the bar at Starbucks or delivering pizzas.

      The funniest thing is how many people think that if they will get a cut of the revenue from the game. You don't. The stock holders get the revenue. If you want to make money from games develop them and market them your self.

      Stonewolf

    3. Re:Game programming is for fun, not for money. by cheekyjohnson · · Score: 1

      "If you want to make money from games develop them and market them your self."

      Makes sense. Still, I thought they would be slightly better off than that. Not so much after hearing horror stories of working at large companies, though.

      --
      Filthy, filthy copyrapists!
    4. Re:Game programming is for fun, not for money. by stonewolf · · Score: 1

      The simple fact is that a lot of programmers, like the rest of humanity are idiots.

      People want to be associated with the rich and famous, They think that some how that makes them better in someway. The same thing makes people walk around wearing a football jersey with someone else's name and number on it.

      As a result people line up to be abused by the rich and famous and that goes double for rich and famous companies.

      For every job open at a major game company there are hundreds, if not thousands, or people applying for that job. That fact encourages companies to treat employees as toilet paper. OTOH, the few people who are truly exceptional can rise high and rise quickly. They are well paid and well treated. But, that isn't what happens to most people.

      Stonewolf

  77. As someone who has worked in the industry ... by perpenso · · Score: 1

    Depends what area they want to work as. If its the code monkeys then its a strict diet of c++, trigonometry, matrices and physics.

    No. That only partially qualifies you for the graphics or game engine. Two things that tend to be done by a third party library. These may be customized internally but this will be a relatively small part of overall programming and its the least likely part that an inexperienced new hire will work on.

    For someone without a proven track record in the industry the easiest way in is through tools. Behind the scenes low-profile stuff that glues everything together. Or perhaps complementary programs like level or map editors.

    A degree is not a strict requirement but you are disadvantaged without it. At a minimum you should read and master the material in a *university* textbook on data structures and read and understand an analysis of algorithms textbook. This will be far more valuable than anything else. If you cannot demonstrate that you have mastered these basics then no one will care how familiar you are with a graphics or physics engine. You should also read and mostly understand textbooks on the topics of computer architecture, networking, artificial intelligence, databases and computer graphics. Even if these are not your desired fields you should be able to participate in conversations touching these areas. Concepts from these fields sometimes solve problems in completely unrelated areas. In addition to the high level conceptual stuff just mentioned you should have a working knowledge of TCP and UDP, and DirectX or OpenGL depending on what platform the company targets. If you don't have a degree be sure to mention in your resume that you have independently studied these areas. If you apply to a company that targets the Windows market then only knowing OpenGL disadvantages you. You should be able to read and debug the assembly language of the target environments.

    You can make all the mods you want. However there is no shortage of other candidates who have also made mods and who also have the degree or equivalent knowledge. There is no shortcut. There is a lot of "book learning" to do, either in school or independently on your own.

    As someone else has mentioned you should have a working knowledge of the exact tools being used by a development team, not their open source equivalents. One of the hardest jobs to fill is the tools programmer who is writing the glue code that connects the artist's tools and data to the programmer's code. For example 3D Studio Max and Maya have their own APIs for writing such glue code.

    All of the above is geared towards applying to established teams with a track record. Your chances may be a little better at smaller and less well known teams.

  78. Degrees by cheekyjohnson · · Score: 1

    Far too many companies seem to require college degrees for this type of work, even if it is obvious that the person knows what they are doing (at least, that is one of the requirements on many of their websites). Why must you waste your time on a worthless college degree if you already know what you're doing? Insane.

    --
    Filthy, filthy copyrapists!
    1. Re:Degrees by seebs · · Score: 1

      A couple of reasons come to mind:

      1. I've never found any evidence that the college degree is in fact worthless. Heck, my degree isn't even in my fields, but it was a great use of my time, and has done me more good than any three-four years of experience I've had since. Learning about how to learn, learning skills like effective written language skills, all that stuff pays off. So does having a bit more breadth of knowledge. I get more mileage from my psych courses than the CS majors I know get from their CS courses, for sure.
      2. You don't have time to properly evaluate everyone who might apply for a job; you need a way to filter them out. You want a quick, easy, test for whether someone is basically capable of getting stuff done, learning new skills, and sticking with something for more than a month or two. College degree fits the bill. It doesn't prove that they know the field, but it proves that they know how to learn.
      3. Domain-specific knowledge is pretty much irrelevant. Skill at learning is where it's at.

      Basically, "what you're doing" in a real job is a hell of a lot broader than the nominal technical focus. If you had someone who was better than me by a fair margin at all the nominal technical duties of my job, but didn't have my broad spectrum of experience messing around with unrelated projects, taking half of a philosophy degree, picking up a couple of languages I've now long-since forgotten, and so on, that person couldn't do my job nearly as well as I can. Breadth wins over depth nearly every time.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    2. Re:Degrees by cheekyjohnson · · Score: 1

      "1. I've never found any evidence that the college degree is in fact worthless."

      No, no. Not the education. I meant the degree itself is just a piece of paper, and going to college is a worthless endeavor if you know what you're doing already.

      "2. You don't have time to properly evaluate everyone who might apply for a job"

      This is lazy and idiotic. Having a degree doesn't ensure that you're knowledgeable in the subject you took anymore than having a reputable portfolio that shows your actual work does. I mean, it helps, but they shouldn't instantly assume they know what they're doing.

      "3. Domain-specific knowledge is pretty much irrelevant. Skill at learning is where it's at."

      You don't need a college degree for that either.

      "but didn't have my broad spectrum of experience messing around with unrelated projects"

      Unrelated is the key word. What does that have to do with anything if the knowledge won't benefit the employer? If it does, then by all means. But you don't need a college degree for that 'extra knowledge', either.

      --
      Filthy, filthy copyrapists!
  79. How I did it... by seebs · · Score: 1

    I played hack a lot. I got the hack source, I read it. I started hacking on roguelikes. I learned C from roguelikes, and it's done okay by me.

    But honestly... If you aren't ALREADY programming video games, there is no point at all in going to school for it. I was trying to write games (admittedly they sucked) by the time I was six or seven. I wrote games for Unix, I wrote games for the Amiga, I wrote games in BASIC, I wrote games in C, I wrote games in Perl, I wrote games using curses, I wrote games using plain old stdio, I wrote games using the Z-machine...

    And I'm not into games programming enough to even bother to try for a job doing it.

    If your answer to the question "what games have you written" doesn't include running off at the mouth for half an hour, and you're old enough to own your own computer, you are not a games programmer. Find a job you'll enjoy.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  80. Become a Doc by Anonymous Coward · · Score: 0

    Premed and CS double major -> MD -> residency -> practice -> profit

    Then you have all the time and money to game and make games.

    Notice there's no ??? in the path to profit. :)

  81. Tell them their skills are needed elsewhere by bablakely · · Score: 1

    Seriously - we have a huge shortage of qualified engineers and scientists, and you want to encourage your students to pursue a career in video game programming? As a graduate of a computer engineering program myself, I've seen scores of students enter into CS and CE programs thinking "I like video games so I'm going to love CS/CE!". This is the same as thinking "I like airplanes, so I'm going to love AerE". It gives them unreasonable expectations. If they really want to be video game programmers, tell them to get a certification from one of the many avenues which provide them. Don't waste their time or the time of professors telling them to go into programs they won't apply themselves to or succeed at.

    On the other hand, as country we desperately need more qualified IT, R&D, and academic personnel in the fields of CS and CE. If your students have the potential to succeed at these things, don't waste their time by encouraging the thought that they're going to be the next Blizzard. Show them all of the things they can do if they achieve a degree in CS or CE.

  82. forget the degree by Anonymous Coward · · Score: 0

    I work in videogames, some of the best programmers I know are self-taught. Cuts down on student loan costs ^.^

  83. Harder than it looks by digipres · · Score: 1
    My seven year old son says he'd *love* to have a job writing computer games. Some of the recent flash-based game sites where you 'design' the game that you then play have encouraged him and that's a good thing.

    I have done 3D computer graphics at the CS Masters level, and I think it's worth pointing out that this stuff is *hard*. You need to have excellent skills in mathematics and physics (lots of matrices and vectors) and a strong foundation in computing. I applaud anyone who studies this stuff properly through the motivation of gaming, but as many other posters have said, don't make game development your only option.

    Meanwhile, I'm getting the boy into computing by introducing the important concepts without a computer via http://csunplugged.org/

  84. There are gamepads for PC by tepples · · Score: 1

    The main reason PCs don't often plug into TVs is that TVs aren't all that good for text.

    I have a 32" 720p LCD TV with a native panel res of 1366x768 pixels. I set my PC to 1024x768, and text looks as good as it does on a PC monitor. Even Windows XP ClearType works as intended.

    If you're far enough away to see the screen comfortably, the text is illegible.

    Then perhaps 720p and 1080p need different seating arrangements.

    If you get close enough to read the text, you lose half of the screen outside of your visual field.

    On a 1080p monitor, try a tiling window manager. Windows XP's "Tile Vertically" and Windows 7's "Snap" work nicely to split the screen into two 960x1080 areas.

    Luckily firefox has some nice easy hotkeys for increasing the text size on webpages, but most other programs are difficult.

    Windows itself has a DPI control.

    Which is basically, keyboard+mouse makes for a very different gaming experience than a controller

    The entire second half of your comment ignores that a PC can take at least four USB gamepads through a hub. Xbox 360 wired controllers work as expected on every PC I've tried, under both Windows XP and Ubuntu 10.04.

    real motion tracking from the Wiimote would have made for AWESOME sword battles. But no, they opted to simply have you swing it back and forth to accomplish the exact equivalent of a single button push.

    Exact motion tracking would have had to wait for the MotionPlus accessory.

    1. Re:There are gamepads for PC by Altrag · · Score: 1

      I have a 32" 720p LCD TV with a native panel res of 1366x768 pixels. I set my PC to 1024x768, and text looks as good as it does on a PC monitor. Even Windows XP ClearType works as intended.

      Depends on the native res of your PC. If you set the PC to a non-native res, then its going to look relatively worse than it could. But yes, an equal-sized TV with equal resolution should have approximately equal quality (I actually prefer my TV on a per-pixel basis, but that's probably more to do with it being a $1700 tv compared to a $200 monitor!) But TVs are usually much much larger than a PC monitor of equal resolution -- THAT'S where the problem lies.

      Then perhaps 720p and 1080p need different seating arrangements.

      To some degree yes. But again, its not just a difference in pixel rows, its a difference in pixel rows relative to the size of the screen. And of course no matter how good the screen is, there's going to be a distance beyond which the text is illegible.. but low resolutions (again, relative to the screen size) just make the distance that much closer.

      Windows itself has a DPI control.

      Yep, and I use it, and its great for the fonts that Windows itself has control over. Which unfortunately does not include Firefox from what I've seen.

      The entire second half of your comment ignores that a PC can take at least four USB gamepads through a hub. Xbox 360 wired controllers work as expected on every PC I've tried, under both Windows XP and Ubuntu 10.04.

      Yes it does. Because very very few people have those relatively to the total population of PC gamers. If I try to sell you my little indie game for $15 but require you to purchase a $60 controller to play it, you're probably not going to bother. Of course if I make a game and give you the option of using a gamepad well great, but it still doesn't change the fact that most people won't have one.. so unless you're building the game purely for yourself (in which case, have fun with whatever you've got available), the gamepad argument on a PC is pretty much moot.

      Exact motion tracking would have had to wait for the MotionPlus accessory.

      True, but I'm pretty sure you don't need motion to be extremely precise for just swinging a sword around. Wii sports managed to make the bowling and tennis games pretty fun without the MotionPlus. Ie: they could have made the sword follow the Wiimote (granular as it is) rather than the existing two-part "did they swing horizontal or vertical?" Its kind of the same situation I was referring to with the analog sticks in the older (2D) FF games -- you have full 360 degree freedom to play with and you're artificially limiting it to a simple 2 "button" system. Of course there's another problem with swinging a sword around -- the sword and shield hands are physically tethered by the rather short nunchuck cord. But still, I think they could have done better.. and if not, just don't use the motion sensor at all and give us a more classic feeling game where you don't have to randomly spasm to make some arbitrary moves work.

    2. Re:There are gamepads for PC by tepples · · Score: 1

      firefox has some nice easy hotkeys for increasing the text size on webpages, but most other programs are difficult.

      And then:

      I use [the DPI control of Windows], and its great for the fonts that Windows itself has control over. Which unfortunately does not include Firefox from what I've seen.

      So you have Firefox covered, and you have "most other programs" covered. What am I missing?

      very very few people have [PCs connected to monitors large enough for multiplayer gaming] relatively to the total population of PC gamers.

      Why is this true, other than because of itself?

      If I try to sell you my little indie game for $15 but require you to purchase a $60 controller to play it, you're probably not going to bother.

      Single-player will still work on a keyboard as it always has. Only if you want to play with house guests will you need to buy $60 worth of USB game controllers. Yes, that's $60 for the set of four; I found a PC-compatible Xbox 360 wired controller for $15 at a pawn shop a couple weeks ago. But it'd be nice to have PC games with the option to use gamepads rather than having to buy and maintain spare PCs, copies of Windows, and copies of each game for house guests to use as players 2, 3, and 4.

      so unless you're building the game purely for yourself (in which case, have fun with whatever you've got available), the gamepad argument on a PC is pretty much moot.

      So you're agreeing with CronoCloud. Now the core question: Once my team has developed a prototype of a game for PC, how do you recommend that I get it ported to a platform where I can actually sell copies?

  85. Kodu Is an Answer by Anonymous Coward · · Score: 0

    I see Kodu and even Little Big Planet as a very good starting point. You could as well start modding using the various game engine that are out there, be it Source, Doom, or UE3.

  86. Try writing one... by sitarlo · · Score: 1

    Get yourself Unity, Shiva, or Torque and create a small game. Put it on the iPhone app store and see how it does. Stay indie. Working for game publishers is tough. You don't need a college degree to make good games or even to get a job with a major studio. You need a college degree to round out your education and set you up to have more career options throughout your working life. Personally, I'd stay away from CS programs unless you plan to do post grad work in computer science. Game development is a different discipline than computer science. A CS degree qualifies you to be an entry-level programmer ($40k-$80k annually). But, a business or communications degree will qualify you for a management position ($80-$150 or more annually). You can teach yourself CS, programming, game dev anyway. Food for thought.

  87. Make games early & often by Anonymous Coward · · Score: 0

    start with text adventures... go to the bookstore and glean information... do hackathons :)

  88. Re: And then expect... by lpq · · Score: 1

    1) So-so wages compared to other professions that will decline relative to the cost-of-living over you career

    2) long working hours with no social life

    3) working for people who don't have a clue about programming, what you do, or what it takes to do what you do

    4) dealing with internal company politics that have nothing to do with your core competencies or the actual product (just interpersonal likes/dislikes/favorites/biases...many of which won't be admitted but will come into play behind the scenes).

    5) having your skill-set be outdated every 3-4 years; you have to self-educate
    yourself in new technologies and must keep up on the new tech, or you will become
    less valuable and become outdated. That's a quick way to maintenance, but more than likely the door.

    6) company insecurity (no game companies seem stable)....

    With skills requiring you to be an artist, you will have no benefits or protections accorded to artists in other professions (visual or audio). With skills in mathematics and physics, or understanding of game theory, you'll still be accorded the respect of a monkey (a 'code monkey')...

    Sounds like an attractive field, if you live in Japan and expect to live with your parents for the rest of your life. No wonder they have such a thriving game/manga/anime market.

    Yes, I'm looking at the downsides, but even if you love the job, eventually, reality will hit, and you will have to find something to do other than what you love (or you will be forced to change what you love doing).

    Don't think that you will succeed by excellence. Can anyone name a game designer who has made a career on that and made it to a comfortable retirement age (whether they've retired or not). The same can be said for programming in general -- the number of those who have made it on excellence? I can't think of any -- the ones who are the names in programming, seem to be those who publish books -- and among the heaviest weight names usually seem to be professors.

    But I'm temporarily in a mental funk and am more than willing to have statistical counter examples (not 1-of) posted to the contrary...please!

  89. There are good game companies out there by Anonymous Coward · · Score: 0

    I've been in the game industry for four years now. I graduated from Imperial College London with a Masters in Computing (which is what their Computer Science course is called). I would strongly recommend that any student considering a career in the industry go for a good CS course rather than a game-oriented one. I've looked at the game-specific courses before when considering job candidates and was seriously unimpressed. Also, as other commenters have said, it limits you to working in the game industry forever, whereas you'd be much better off keeping your options open.

    I also wanted to say that both companies I've worked for so far have had excellent policies on industry issues, such as project planning and overtime. The company I currently work at just released a triple A console title this week, and the scheduling on that project was excellent. For most of the 2.5 years of the project, we were working 9-5. We were putting in an hour or two extra a day, and a Saturday here and there, for about six weeks at the end of the project. That's pretty amazing for a project of that length, even in the business world, and the company compensated us for the overtime (1 day of overtime = 1 extra day of vacation).

    Everyone I work with gets a very competitive salary with great benefits, annual bonus, pension scheme, etc. I'm still pretty low down in the company, but even I get 28 days of paid vacation a year (we're based in the UK, so we generally get more paid vacation than workers in the US anyway). We have people with children, people in their 30s and 40s (although not 50s, admittedly), which goes to show that you can make a career out of gaming if you want to, and it's not just about slumming it for a couple of years and then burning out.

    A lot of posters here are slagging off the game industry as a good place to work, but just be aware that there are good companies out there and it is very possible to make a rewarding career out of game programming.

  90. I have ex-students working in game development... by stonewolf · · Score: 1

    I'm currently teaching game development. I have taught it in the classroom and on line since 2004. I run a mailing list for wanna be game developers, I have run it for more than 10 years. I helped a college develop their game programming curriculum, for some reason they won't let me teach game dev there any more :-) I used to be game developer. I only did that for 2 full time years, but I was in the computer graphics industry for 10 years after I got my MSCS and before I went into game development. After being part owner of a game company, programmer, and technical director, I moved on. I went to work for a fortune 50 company doing technical and business analysis for games. Now I'm a teacher. And, I am damn near 60 years old. Oh, yeah, I also did 5 major start ups not counting my times as an independent software developer. I had founders shares in 2 of the start ups.

    I designed my first game (not a video game :-) when I was 12 and my first paid programming job was porting games from a minicomputer to a mainframe back in the early '70s.

    I have a large number of students from my classroom classes who are working in the computer game business. Most of them are developers. I have an even larger number of people who started on my mailing list who are now working in the game development business. I think I have something to say about this subject.

    First off, the best way to get a job at one of the Majors is to create a successful independent studio and then sell you studio to one of the majors. Sure, you can get hired at one of the Majors, but then you will be just like the rest of the toilet paper. Cheap, disposable, and only really good for one use because after you use it it is covered in ... well you get the picture.

    OTOH, if they have to *buy* your company they will respect you at least a little bit and you will at least have a nice office and a real salary. But, get the money in cash, not in stock. Stock is like toilet paper... Cash is something you can spend.

    Secondly, the best way to get any job in game development is to develop games and sell them or find some other way to make money off of them. Yes, by fart the best, easiest, and most lucrative way to get a game development job is to start your own company. If you do not know how you can learn how quickly. Most states, the federal government, many cities, and every community college I know of in the US has courses on small business management and entrepreneurship. Take them, and make sure you get at least on class on contract law while you are at it. Those classes along with a couple of semesters of probabilaity and statistics will be worth more to you over the next 40 years than anything you learn about programming or graphics. All the tech stuff will be obsolete in 5 years, the business, statistics, and law stuff will still be accurate.

    As for education. A degree in CS used to be a good place to start. I'm not so sure about that anymore. If you go to a school that only uses one language all the way through (especially if that language is Java or C#) you should find a real school. But, it is still probably better to get a CS degree than a physics degree. Math is kind of a wash. A math degree with a CSMS is not a bad combo. If you can find a school that offers CS degree with a strong emphasis on software engineering you are in pretty good shape. You need to take trigonometry, college algebra with computational geometry, linear algebra with lots of matrices, calculus, numerical analysis, and probably differential equations. I didn't get linear algebra and DiffEQ as an under grad so I had to teach my self linear algebra and I'm married to an ME so I go to her when I need help with DiffEQ. But, you really need at least DiffEQ to understand physics. Yes, you also need to take physics at least a good introduction. A couple of years of physics in high school is good enough. You need need to take a few art classes. I would suggest an art history course, and courses in something l