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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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  • Get a batchellors (Score:5, Insightful)

    by everphilski ( 877346 ) on Tuesday September 11, 2007 @12:57PM (#20556367) Journal
    Get a 4-year degree with a piece of paper. It really does mean something, even if you go on to do nothing with it. For example, if you want in to a game school, get a degree in CS or math or something halfway relevant and then do it.

    If your sector of work ever fails, that degree shows a potential employer in another field a few things: first that you stuck something out for four years (which, in a volatile game industry, you may not have the chance to do, or may not choose to do in order to 'get ahead'). Secondly it gives you a well-rounded foundation. You learn as much in class as you do out of class in the social interactions between your classmates and the dynamics of the university, even if you live off campus.

    In short, an accredited piece of paper means a lot, and not just in your field. Go for it!
  • Fresh air. (Score:5, Insightful)

    by east coast ( 590680 ) on Tuesday September 11, 2007 @12:58PM (#20556393)
    FTB: 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.

    It's actually surprising for me to see this and I think it puts the gaming schools in a much better light than I had put them in earlier.

    I've got a near-16 year old nephew who seems to think that he can skirt around the parameters of traditional education and still come out on top working in the gaming field. I can't blame him though... I also have a brother who doesn't seem to know that there is a not-so fine line between being a genius and being a little smarter then most kids of the same age but being a lazy unmotivated slob. He's all too convinced that things will fall together when they need to. If only he knew that these things needed to start to fall together a few years ago.
  • by svendsen ( 1029716 ) on Tuesday September 11, 2007 @01:10PM (#20556695)
    I would figure out what happens if you don't want to program games anymore. Will it help you in anything else you want to do? If you have a CS degree (as an example) and don't want to do CS related things, the CS degree still shows that you have skills in logic/math/theories/etc. and can easily be used in other places.
  • by p0tat03 ( 985078 ) on Tuesday September 11, 2007 @01:11PM (#20556733)

    Yes, because being a business grad with a sack of money makes you a qualified game designer? I feel sorry for the coders you hire who have to implement your idiotic ideas - designing a game is an art/science that takes dedication and real experience, not just a random idea and a sack of money. It's like a wealthy financier trying to become a world-renowned filmmaker just because he has the money to hire a camera crew.

    Some of us have a passion for game development, and for programming. While there are some companies out there that exploit their employees in horrible conditions, there are just as many who are willing to treat their developers with respect. This is true for every field of industry I have ever been in (from manufacturing all the way to game dev), so don't think long hours, low pay, poor job security, lousy managers, and corrupt execs are somehow unique or more prevalent in this industry than the next.

    Game development is hectic, is it often tough, and if you don't love building games you're going to have a hellish time. Same goes for most "industrialized" arts like film or publishing.

  • by acidrain ( 35064 ) on Tuesday September 11, 2007 @01:18PM (#20556919)
    A random idea and a sack of money will get you a lot further than the people with great ideas lots of experience and no money. And I'm not saying this to be flippant, they are called executives and in large part they are running the industry.
  • by Overzeetop ( 214511 ) on Tuesday September 11, 2007 @01:20PM (#20556953) Journal
    Look, most people who want to code games are gamers. They're young, have little motivation to learn hard topics (by hard I mean solid, such as advanced math and sciences, not necessarily difficult). Heck, many have little motiviation to do anything but play games. They're good at them, and think they can do a better job. They are also enticed by shortcuts. I have bad news for those people:

    There are no reliable shortcuts in life.

    Okay, just to clairfy - dropping out of college and starting a multi-billion dollar company is possible, but not probably. You'd be better off playing the lotto - that doesn't require as much work, and gets you similar odds*. Being successful means knowing _all_ the things than nobody else takes the time to learn. Anybody can learn the fun stuff, the really successful people know the un-fun stuff and that's what gives them an edge against the fun-stuff-only people. Just in case is isn't clear yet, in this industry there are no points awarded for being able to play your video game well.

    *playing the 146M:1 powerball lotto twice a week for 5 years gets you to 280k:1 chance to win a comfy retirement (typically $10M-100M lump sum payout). There are 300M people in the US, so there would need to be over 1000 college-drop-out 8-figure CEOs that invested less than $1000 and 15 minutes a week in their business to make the lotto a worse option.

  • by p0tat03 ( 985078 ) on Tuesday September 11, 2007 @01:33PM (#20557219)

    There's funding experienced designers to produce a great product, and then there's sticking your hand in to somewhere you don't belong. I have seen both types of management. The effective exec recognizes design talent and recognizes that the best way to create great work is to leave them be and support them when necessary. The ineffective exec fulfills his own incomplete dreams of being an uber-designer, and injects his asinine ideas left, right, and center, exploiting his position to get his crappy ideas into the game, and thus compromising it.

    A random idea and a sack of money will get you a laughably shoddy product that nobody in their right mind will ever play - the gaming equivalent to vanity presses... Sure your book gets printed, but nobody will ever read it, and the guys who published it for you will be laughing all the way to th bank.

    Great experience and no money won't get you all too far, but with technology in its current and future state independent low-budget developers can still make an impact, and a fair bit of cash while doing so.

    Naturally one wants to be a talented and experienced designer who has the entire balance of a swiss bank supporting him. If you're in that position, great, perhaps you will create something superb, spectacular, and will define the industry.

  • by JNighthawk ( 769575 ) <NihirNighthawk@nOSpAm.aol.com> on Tuesday September 11, 2007 @01:36PM (#20557287)
    Wee! Bad Analogy Guy, indeed!

    I'm a programmer at Volition, Inc. I don't work insane hours (though, I haven't crunched yet). I'm paid well. My managers are great. I love coming into work every day. You're making terrible generalizations that don't apply to a lot of places. They could also apply to non-game companies. It's like you're just hateful of the working world in general.

    We have Full Sail, Digipen, and Guild Hall grads working here, right now. I went to Full Sail, myself.

    Whatever you do, don't listen to the above idiot. Do what you love.
  • by moore.dustin ( 942289 ) on Tuesday September 11, 2007 @01:37PM (#20557305) Homepage
    Allow me to preface this by saying that some people who are motivated can go to these schools, absorb the knowledge around, and end up doing very well. These people work hard and get the most out of the school they are paying for.

    Now that that is out of the way, for everyone else, they will end up having their 'gaming college' amount to little more than time served at a school. I have attended these schools which turned into a game school while I was there (CIS/CSC for me). TFA points out some truths, but I only want to focus on something that afflicts many technology focused schools, but game design programs even more.

    These kids are lazy. Your average game degree student has a basic knowledge of computing principles, may have tried coding/art, and is immersed in geek/nerd culture/lifestyle. They go to school only with an interest in games, thinking they want to do what they love. I will always support that, but you have to back up your passion for games with a passion to make games for a living and most completely lack the latter. Countless students attended class for a couple semesters and once the coding or advanced modeling classes came around, the classes were empty. These students elected to miss class to play games all the time. They have gaming machines on campus where you can play games on break. I would constantly find kids who should be in the class I was attending on these machines.

    Anything of worth for these students meant little to them. They think they can go to school, learn how to draft a Game Design Doc and send that off to publishers and then wait for the call where someone offers them millions to create their game.

    Color me a troll, but these students were lazy and had no ambition to actually do or learn anything. They were generally delusional about what working in the game industry entailed and the staff at the school did little to educate them.
  • by Anonymous Coward on Tuesday September 11, 2007 @02:08PM (#20558093)
    "There are no reliable shortcuts in life."

    Sorry, but this statement taken as universal "wisdom" for how to live LIFE in general is wrong. There are plenty of shortcuts for those with the means or cleverness to find them. Though this may not apply to educating oneself in something as complex as gamedesign, there are many shortcuts in life people frequently don't choose are are not aware of.

    For instance: Live with your parents longer then your peers gives, and having the goal of dating during your 20's saves you enormous amounts of money.

    I can't tell you how much money I've saved by rejecting "independence" culture, while others went out to get their own apartments and homes I was saving and investing that money. I'd like to see how well those that "love their independence" will do financially when they are 60+ years old. I'll be retiring well before 60 with what I've got going now.
  • by LordZardoz ( 155141 ) on Tuesday September 11, 2007 @03:15PM (#20559589)
    Yup, I wanted to be a game developer. Yup, plenty of people consider me to be at least partly insane, though that was the case long before I got the idea to be a game developer. In any event, insane beats stupid and reactionary.

    If you want to make games, you can generally count on long hours, especially if you end up in a smaller company. You do overrate the threat of unemployment however. As for lousy managers and corrupt owners, do you really think things are that much better in other fields? Anyway, while things are improving with respect to Death March hours, there is still quite a way to go. And even then, I doubt Crunch will ever completely go away. This is not a job you will want to stay in if you cannot handle crunch time at all.

    As I see it, if your inclined to be a game programmer, your probably not inclined to get a business degree for any reason anyway. As for the thought that you will not find Digipen Grad's running companies, That is not entirely accurate. I know of at least one that someone is trying to get off the ground. But this is not the early to mid 1990's any more. Starting a successful game company up is a damn hard thing to do regardless of education.

    A game specific school will manage to do two things for you.

    First, it will make you reasonably employable in the game industry. It will not guarantee employment, but it can get you in the door. You will learn how to write code, and you will learn about things typically important to game development, such as 3d math. What it will not do is cover things that are not directly applicable, like compiler theory. I probably would have benefited from learning about things like shell programming. Your employability after outside of game development. As for the rest of it, well, I graduated in 1999 from the last 2 year program in Vancouver. Things will have changed in the curriculum since then.

    The second thing it will do is it will leave you with a bunch of classmates who are also in the game industry. This does not help when finding your first job, but it does help when you want to find your second job.

    A traditional university education is still very much worth having, and in many instances will serve you better than a narrowly defined one. If I were considering my education options for game development today, I would probably take a University degree specific to game programming over a game specific school. While both make you employable, I think that the university degree will make it much easier if you need to obtain a work visa for a job.

    END COMMUNICATION
  • Re:DigiPen! (Score:3, Insightful)

    by Rycross ( 836649 ) on Tuesday September 11, 2007 @03:45PM (#20560137)
    My impression of DigiPen, after chatting with some graduates, is that they have a higher quality program than your average "game school." I can't speak for others like Fullsail, but it seemed like DigiPen actually did teach some fundamental computer science in addition to game specific stuff.

    Most people think of a handfull of game schools, but there are now tons of crappy "game design" programs that can barely qualify as vocational training, much less a real study in computer science.

    It also has a lot to do with how much you put into it. Most of the really brilliant people I know put a lot of extra effort into their educations. I wish I had done the same quite regularly.
  • Re:guildhall? (Score:3, Insightful)

    by Jerrith ( 6472 ) on Tuesday September 11, 2007 @11:34PM (#20566567) Homepage
    I went to The Guildhall @ SMU, on the programming (software development) track. In fact, I was in the first graduating class. Since then I've worked at NCsoft, Sigil, Treyarch/Activision, and I just started on Monday at Cheyenne Mountain Entertainment working on the Stargate Worlds MMO.

    My opinion is that you absolutely should go to a traditional university before you go into one of these programs. 4 years for a BS in CS will give you a good well rounded education you could apply to many programming jobs. Go to The Guildhall afterwards, and really get into the details of games, and with that experience you should then be able to get into the industry without much trouble.

    Also be sure you really want to *work* on games, not just play them. It's not the same. :) The hours are longer, and the salary can be less, but if you really like working on games, it's worth it.

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