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Education Entertainment Games

What Are the Advantages/Disadvantages of Game Schools? 123

GameCareerGuide has up an article looking at the pros and cons of going to a 'game school'. There are a number of programs in schools across the country that now focus on game development, game design, and creating game art. Are they worth it? "First, and probably most importantly, game-specific schools do not typically offer a comprehensive undergraduate education. Some game programs, as well as art schools, will actually encourage young students to go elsewhere for their undergraduate education and return to game school for more advanced training. I've literally heard that out of the mouths of art school faculty: Go get your bachelor's degree at a traditional university, then come back and apply to art school after you've learned a little more about the world. And while it's true that not everyone is cut out for a traditional education in the humanities or sciences, many many people who initially fight it find it invaluable after the fact. "
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What Are the Advantages/Disadvantages of Game Schools?

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  • by Applekid ( 993327 ) on Tuesday September 11, 2007 @01:40PM (#20557357)
    It's worth mentioning that great games can and do come out by hobbyists and amateurs all the time, many of which may not have graduated from any dedicated game school. Game development "school" is just a cherry-picking of relevant topics that might wind up as part of a general math-heavy CS degree... granted the skills you need for writing games are learned relatively early in that academic path while the skills you need for designing/balancing games are also learned relatively easy along higher mathematics study. Or, you know, just study what already works and try to figure out the keys yourself.

    Games that take big bushels of money, what the bloggers now call AAA titles, are simply out of the scope of the little guy trying to break in. You got to bust your chops in smaller endeavors before any executive (with bushels of money to invest) will entrust their resources to your command. You gotta just do it and try and make a name for yourself. The cream of the crop has a way of bubbling up. And if you DON'T hit it big? Well, you're doing it because you love it, right? That IS the point, isn't it? Having passion for what you want to do?

    Today's environment has never been better for amateur development. You don't have to know a whole lot of raster wizardry to make 3d graphics any longer. You don't have to be real elegant with data structures to get decent framerates for the models you'll be able to produce on your own. Low-cost and no-cost utilities like Milkshape and Blender are out there and learnable. FMOD plays audio you can author with freeware tracker applications and doesn't require much more than a few library calls. Hell, it used to be that unless you were a coding guru you couldn't get anything done. The hard things have been put to bed with either libraries, compilers, or just because tons of hardware has been thrown at the problem.

    Besides, CS and programming people do get hired by game companies even without a special game certificate. If you're going to take studies seriously, you might as well go for a real degree that you can at least take with you (physically and intellecutally) to any modern development task at hand. While yes, specializing is generally better than being balanced, you're not really going to learn anything more out of a gaming school than you would out of a conventional degree plus some passion-driven research.
  • by CMF Risk ( 833574 ) on Tuesday September 11, 2007 @01:50PM (#20557587)
    Being someone who's actually gone to a "game school" http://www.artinstitutes.edu/sanfrancisco/ [artinstitutes.edu], graduated, and is currently employed in the industry, I will say just like a degree from anywhere else, it's not so much about the piece of paper, but what you learned and took away from it.


    Sure, there are PLENTY of kids who came to the school because they thought if they played game, they could make them and end up dropping out or unemployed. But I saw the same things when I was going for a C.S. degree at a "traditional" college, and anyone who's been to any type of college will tell you there are people who join that major who have the wrong expectations and should not be there.

    Im not going to defend all "game schools", but I think it's unfair to put a blanket dismissal to all of them. If you find a good one (make sure they aren't just taking your money) and take it seriously, you can learn skills that will apply directly to getting a job. I have many friends with C.S. and other degrees from nice universities and state schools that have no real-world applicable knowledge.

    In short, I have my degree from a "game school" and currently my major, "Visual & Game Programming", has a 100% hire rate among graduates - all employed at film (Pixar, ILM) or game companies (ArenaNet, Perpetual)

  • by iregisteredjustforth ( 1155123 ) on Tuesday September 11, 2007 @01:52PM (#20557659)
    I have just finished a BA(Hons) in what is essentially game art development at a UK university. The games industry hires people based on portfolios, not qualifications, even programmers (I know very little about the programming side apart from a CS grad friend of mine who's going for gaming jobs) need demos quite often. Most game jobs apart from programming are art orientated, ie rigging, animating, modeling, texturing, environment /level design, audio. Artists are not hired because they have degrees, they are hired because they have great portfolios. My opinion is that game degrees really should be broken down into 3 categories: Game Design, Game Art, and Game Programming. Obviously some courses specialise more within these areas, ie graphics programming or animation but those are the 3 overall types you're likely to find listed.

    The degree I was on was run by ex-games industry staff, all with years of experience and shipped titles, and plenty of firsthand knowledge of the way the game industry works and what game development is like. The problem is with game degrees is they simply are not going to be respected among non gaming employers (and among many gaming ones too) as a traditional academic degree in something like maths, business, CS etc. It'd be nice to think my games degree (I got a first)looked on paper as good as someone with a normal one, but im not kidding myself here.

    As we know, not all degrees are created equal, and this is especially so with the current state of game degrees. Firstly, "game design" degrees are almost completely worthless(some many be more game art or game programming but use the "game design" tag mind you), most of them are run by academics with no industry experience or those with only a vauge sense of the realities of game development. The job "game designer" basically does not exist in a lot of companies, where the whole team either makes contributions to design or the leads of various departments take this job. Many companies have a lead designer, this is a postition you can apply for after maybe 4-5 years experience in some other part of development, probably more than 5 years though, or maybe an amazing career in QA. Either way, companies do not spend $5 million developing a game only to hand over the major design aspects of it to a graduate with a "game design" degree from a university whos lecturers haven't been near a game company.

    Although I did a game degree myself, I expect it to count for nothing more than any other degree and probably a bit less in fact than if i'd have done a "proper" degree when looking for jobs at game companies. The adundance of shitty game degrees run by academics is still making a lot of developers suspicious of game degree grads despite the fact they're starting to hire quite a bit from the good courses out there.

    Only do a game degree if you are 100% certain it's the only thing you're going to want to do and you have the willpower to make yourself employable in what is a very competetive industry. If you want to be a programmer, get a CS degree and try and specialise as much as possible in your modules/work in gaming orientated subjects ie pyhsics, gui, graphics etc. My uni has another game degree, a programming one, as I described earlier its run by academics with no games experience and is total shite - apparently they only learn C++ in the final year and its all java up till then (stop crying, now). Also, just because it's a good uni may not mean the course itself is any good. The quality of degrees varies massively within universities themselves, find out as much about the degree, what you'll learn, and who will be teaching you as you possibly can. Try and find graduates from the degree on forums / using some decent googling to see if any of them ended up actually working in the game industry.

    Don't bother with game design degrees at all, no one hires game designers without experience, and most certainly no one hires game designers because they have "game design" degrees. If they did, it's be
  • Want a job? (Score:3, Informative)

    by badboy_tw2002 ( 524611 ) on Tuesday September 11, 2007 @02:37PM (#20558773)
    I tend to do interviews a lot at my company (a very large game company) for engineers, and here's some things I look at:

    *Experience - The more the better. Someone who made a game at home I can look at before the interview and see how they code. Game experience is of course a plus and will get you more cred than the guy without it, but if you don't have any then you going out and working on a hobby game is a step above the other guy who has "likes games and dressing up like Final Fantasy" on his resume.

    *Ability - You're going to do problems on the board. I like those better than just quizzing people on skills. Often its a design problem, because if you can code really well but someone else can't understand what the hell you did and has to debug it, that isn't so great. I'm interviewing more general programmer types though, so I'd imagine you'd get a more indepth interview on something like graphics.

    *Education - Generally which piece of paper you have hanging on your wall at home isn't going to write code for me. Experience and ability are going to show me more than what diploma you have. Of course, we all have biases, so if your degree says MIT vs. some other guy who went to Joe Shmoe's School o' Gamin', I'm going for the MIT grad. That is, if you're both equal in the rest of the interview. I've hired from both backgrounds and found that its all down to the person. We've had guys from game schools blow away guys from top name schools, so its up to what you do once your foot is in the door.

    Bottom line: What gets you hired is who you are and what you've done, not what school you went to.
  • Re:DigiPen! (Score:1, Informative)

    by Anonymous Coward on Tuesday September 11, 2007 @07:46PM (#20563979)
    As a DP student, they teach an incredible amount of theory. For instance, they teach classes on straight linear algebra, quaternions, curves / splines. We have to implement a 3D software triangle rasterizer. It's quite an experience. They teach you both theory and application, it's not too much of either. Between classes taught by Ghali, Mead, and Jahn, we're taught just about everything.

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