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Games Entertainment

An Interesting Look at the Video Game Industry 361

Bamafan77 writes "USATODAY has an interesting article in their Money section on the video game industry. The centerpiece of the story is an overview of DigiPen, the only accredited video game university, but it also describes aspects of the video game industry in general including the explosive growth of the industry (e.g. Barnes and Nobles would've reported a loss without their Gamestop subsidiary) and how many universities not only fail to prepare students for the game industry, but still don't take it seriously. However, I believe things are slightly better than the days when Trip Hawkins (EA's co-founder founder) Harvard professor told him to stop wasting time with games."
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An Interesting Look at the Video Game Industry

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  • Free Games! (Score:5, Informative)

    by MoThugz ( 560556 ) on Tuesday December 03, 2002 @08:41PM (#4806516) Homepage
    DigiPen has a cool collection of downloadable games created by their students here [digipen.edu]... None of them open source though :P
  • by very ( 241808 ) on Tuesday December 03, 2002 @08:42PM (#4806523) Journal
    Better games (look and feel; gameplay-wise, etc) requires more and more resources over time.
    Anyone remember PONG?
    Compare it now to any games made today. PONG is s simple and requires less hardware capability.

    Gaming industry is one of the driving forces that PUSH the technology development.

    Why would one need the latest and greatest Graphic Card?
    Mostly for games......
  • by Anonymous Coward on Tuesday December 03, 2002 @08:47PM (#4806553)
    Funny, my school (and I'll refrain from naming it, but it is a small private university in Dallas, Texas) offers an AI and a graphics programming class (OpenGL). In the graphics class, they teach you how to draw a small 2D shape like a rectangle or a square. And the biggest part of the code was getting the program to read from a data file.

    In my experience the curriculum has been to teach theory with little application, which is great if you're going into academia for the next 10 years of your life, which I'm not. By the time I get out, I'll have little practical knowledge of what is being used in the real world. I'd love to work at a company that produces video games, but I don't have the experience to do anything. Perhaps you just have to get lucky and find a place that will train or maybe pick it up in your spare time. I wonder if this is how it goes at the other uni's?
  • by Tomah4wk ( 553503 ) <tb100@NOsPAm.doc.ic.ac.uk> on Tuesday December 03, 2002 @08:51PM (#4806592) Homepage
    Sadly the games industry is using less and less programmers, and more and more artists (so good for the artists at least). Look at major 3d games titles at the moment, and you have a small core team of developers (often as few as 10, normally more though) and, for the larger titles at least, 100+ 3d artists. With more and more games projects being based on generic engines and toolkits, and the serious lack of optimisation going into games (PC rather than consoles on that front) pretty soon there will be only a few of us left. Programming is also being outsourced from britain/us to places with cheaper, talented programmers in Italy and the like.
  • Digipen (Score:3, Informative)

    by dknj ( 441802 ) on Tuesday December 03, 2002 @08:51PM (#4806593) Journal
    What I like the most about digipen is that you only take courses directly related to video game programming (or computer graphics design). None of this European History nonsense that I'm 99% sure I'm never going to use again.

    Required Course List for a B.S. in Real Time Interactive Simulation [digipen.edu]

    -dk
  • by ct.smith ( 80232 ) on Tuesday December 03, 2002 @09:03PM (#4806667) Homepage
    I'm not sure how all universities are, but I think some are starting to take games and other media seriously.

    The University of Calgary, where I am, has a concentration for games in the BSc comp-sci program. Probably the first university to do so, but it is refelcetive of a changing attitude in universities I think.
  • by spongebob ( 227503 ) on Tuesday December 03, 2002 @09:14PM (#4806727)
    DigiPen is not the only accreditted school instructing Game Development. There are several others including Full Sail in Orlando that are fully accredited with thier state organizations.

    There is a list at the main page of the International Game Developers Association page listing all the schools instructing game design and development. www.igda.org
  • Try an EE Degree.. (Score:4, Informative)

    by xtal ( 49134 ) on Tuesday December 03, 2002 @10:38PM (#4807192)
    Some of the best game developers I know aren't CS people, they have EE / ME degrees. (Hey Jess, you out there? Still at EA?) This is something I'd consider if I wanted to get into game development and was looking for a career path. Engineering is very focused on how to model the real world and real world physics and stresses, something pretty much what games do today. You're not going to learn much about automatic control systems in a CS program, and that is very relevant to advanced simulator design. American engineering schools aren't quite as rigorous (Canadian perspective here), but it's pretty much the same thing. I have an EE degree, so obviously I am biased.

    Another benefit to having an engineering degree is it gives you great distinction from the packs of CS people. For better or for worse, this has been something that has benefited me in job searches, especially in this economy.

    If you are an engineer in Canada, you are required to do much more complicated math than most CS undergraduates get into. At the core of all games is some very complicated mathematical modelling - I'd even argue someone with a pure math degree would be a better bet than someone from a more specific program in game development.

    Let's face it, going to a school that's going to just teach you game development would be very nearsighted IMHO. I would much rather have a solid grounding in the fundamentals that I can apply to whatever comes along. Anyone who is destined to be a great game developer is smart enough to implement their own gaming engines and games, learn about game physics and AI, etc, on their own. I would give a harder look to someone with a degree and their own open source project in one of the above areas than someone who graduated from Video Game U. Unless of course, I was looking to save money.. and of course, there are exceptions to every rule.

    Most of the time those who have a natural talent and interest stand out light years ahead of those who trudge through a CS degree for the money. Perhaps this is what you mean by an "applications developer".

    My $0.02.
  • by CreateWindowEx ( 630955 ) on Wednesday December 04, 2002 @12:11AM (#4807712)
    (warning: extended rant by crusty game programmer to follow)
    While it's true that most CS concepts are language independent, I am very alarmed to see Java now being used at my alma mater. While it does have OOP features and is probably useful for future web programmers, the lack of pointers and explicit memory management widens the gap in understanding from source code to assembly, and makes the computer a "magic black box".

    I am amazed at how little recent CS grads seem to know about what's really going on in the machine. For example, caught one declaring a huge local array variable in a function, asked him why he was putting all that memory on the stack, got a blank look in response. Maybe that's okay if you're going to be writing web front ends, but I'd hate to have this person writing VU microcode for a PS2 game!

    In my dream world, someone with a CS degree should at least have a rough idea of how a language like C++ gets compiled into assembly, what linking is, and how the CPU actually executes those instructions. Software engineering has become a hugely diverse field--in some branches, your skill is finding existing libraries and modules and stitching them together to get things done quickly and efficiently, whereas in game programming the first thing you do is throw out all those standard libraries and write your own to save 17K. (Of course, I really don't have a clue what really goes on in mainstream programming, but I'm suspect somehow that it doesn't involve hand-optimizing inner loops or counting I-cache misses...)

    A computer science program should prepare someone for any of these fields, so it has to steer clear of really application-specific stuff and give a solid grounding both in theory and in problem-solving skills, taking a scientific approach to debugging, etc, etc. I just hate to have them think that anything is magic--the proper attitude is to have the ability at least in theory to write your own version of any tool or library you use, and not be afraid or ignorant.

    No black boxes, please!

  • I recently transfered in to Emerson College [emerson.edu] in Boston, doing away with a double major in Design/Technical Theatre [wmich.edu] & Cable/TV Broadcasting [wmich.edu] at Western Michigan University [wmich.edu]. Upon starting at Emerson, I found out about a BFA program where a student can partake in a feature-length project in film, tv/video, radio, and new media. Long story short, I changed majors from a BA in Film to peruse BFA in New Media.

    Personally, I think 'New Media' should be renamed 'Interactive Media.' With internet, with video games, it's a form of media that the audience interacts with. With 'New Media,' what happens in 20 or 10 years? Is it still new? And what happens when HTML goes the way of BetaMax? What does knowing HTML do for you then?

    I use the class curriculum as a springboard for my own education. The classes provide the foundation, I complete the rest of the picture with my thesis project. What I hope to create is an education where I can understand how an audience interacts with the media I create. Programing languages and media delivery systems will come and go, but what I hope to keep is how best to allow my audience to interact with my artwork. HTML, Flash, Director, et all are tools for a user to interact with content. I'm trying to keep in check that the tools will change and improve, but the fundamentals of audience interaction are still in play.
  • Not a University (Score:3, Informative)

    by jdfox ( 74524 ) on Wednesday December 04, 2002 @07:19AM (#4809066)
    It's not a University, it's a technical college. Universities are for getting an education, technical colleges are for training.

    I despair when I read posts here saying "That's my kind of education, none of that history bullshit I'll never use again." There's nothing wrong with pursuing a specialist technical career, but there's everything wrong with believing you have the right to vote in utter ignorance of history, politics and culture.
  • by noodlez84 ( 416138 ) on Wednesday December 04, 2002 @10:46AM (#4809896)
    Interestingly, my college, the Rochester Institute of Technology [rit.edu] will be the first college in the United States to offer a Video Game major.

    Perhaps even more interestingly, it will be in the field of Information Technology, not Computer Science.
  • by xg0blin ( 547154 ) on Wednesday December 04, 2002 @03:44PM (#4812482)
    I don't know what university you go to, but I wish it were as easy here. Computer Graphics I (using c++ and OpenGL), takes a minimum of calc II and linear algebra to even get in the class. The first half is all math (matrices and vectors basically), and the second half is programming. Our programming assignments for the semester were as follows (the last one being due tommorow).
    1. Draw an electorstatic graph, and a smith chart (with clipping)
    2. Animation using tweening (the user enters points on the screen with the mouse, which must be connected and shown as he draws them (the first a point of course), and when the user hits 'b', he draws a second shape, when the user hits 't' the shapes should tween back and forth until the user hits 'q');
    3. Mesh Viewer: Read mesh data from a file (vertices, normals, and faces), draw the mesh to the screen, and enable mesh files to also be outputted to files
    4. A 3d camera using 1. Euler angles 2. Quaternions 3. A small program demonstrating gimbal lock. Also part of this assignment was to derive the rotation matrix that glRotate uses (rotation about an arbitrary vector).
    I guess it all would depend on
    A) The school you attend
    B) The instructor
    I also go to a very small university (only 5000 students, and only 80 are cs majors), and our curriculum seems a lot harder than OU(yes I live in Oklahoma) which is a very large university.
  • Re:Free Games! (Score:1, Informative)

    by Anonymous Coward on Wednesday December 04, 2002 @07:20PM (#4814649)
    The only reason why these games are 'cookie-cutter' type is because that's what they know how to make with the skill that they have so far. I know (from experience) that almost all the students at Digipen would love to create non-cookiecutter games, if they could.

    These games are the student's year-long projects that they slave for hours/days/weeks/months over...and they can add only so much imagination (based on what they learn in their classes) into the games. The only reason why these games are cookiecutter-type games is because of their classes...once they learn how to do more, you'll see better and better (lesser and lesser cookie-cutter) games from them. :)

    -A Digipen person-

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