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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?

17 of 240 comments (clear)

  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 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)

    3. 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
  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 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.
    2. 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

    3. 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.

  3. 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 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!
  4. 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
  5. 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!?

  6. 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.
  7. 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.

  8. 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.

  9. 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
  10. 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.