What Game Companies Want From Graduates 107
simoniker writes "Game education site Game Career Guide has a new feature talking to recruiters from notable game companies like EA, Insomniac Games, and THQ. They discuss the best university courses and qualifications for getting hired to be a game developer. EA's Colleen McCreary comments on the rise of some TV-advertised mass market game schools: 'Our concern with for-profit institutions is that students may not learn the fundamental tools for understanding and solving complex issues... We are most likely to hire someone who has a BFA or MFA from a traditional art college and a BS, MS, or PhD in Computer Science for our entry level artist and software engineer positions.'"
TFA doesn't mention... (Score:2, Insightful)
Your soul? (Or are we talking about companies that aren't EA?)
Re:TFA doesn't mention... (Score:5, Funny)
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But EA told me that it's standard in the industry for employee contracts to be signed in goat's blood!
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I don't think there are especially a lot of delays in the game industry though? Forget about famous vaporware like Duke Nukem Forever, and you'll notice that most games do ship on time. If it was not possible to ship games reliably for a deadline you would not be seeing all these movie-licensed games that ship at the same time as their respective movie.
Nor is it really fair to blame management for every problem. A failure of the programming leads to build a scalable technical architecture, for instanc
Except that's bad management again (Score:4, Insightful)
Except that's traceable to management failures again. Lemme see:
1. First and foremost, the games industry doesn't even try to keep talent. Last I've heard, they have a burnout rate of about 5 years. They basically take the cheapest (which sometimes doesn't mean the most talented) graduates available, overwork and underpay them, then they burn out and move to other jobs, and a fresh new batch is hired.
I'm sorry, but then don't wonder why the architectures are bad, non-scalable and extremely hard to modify or maintain. Sad to say, and that's from a college graduate, college and coding small cool stuff in your free time teaches all the bad habits and none of the good practices. You come out of college having worked only on _tiny_ projects, individually or in 2-3 person teams, and with requirements that are fixed, clear and never changing.
The funny thing is: a program of 1000 lines, you can hold completely in your head. You don't even need test cases to tell you what you'll break by changing this or that, but even that's ok, because you won't have to change anything ever in an assignment. Plus, the scope is always simple enough so it either works or it doesn't, and you can manually prove one or the other in 5 minutes. (E.g., if your assignment is a heap sort, wth, you can just type in some numbers and see if they come out sorted. Why would you bother with a unit test for that?) You don't even need a good architecture or clear interfaces, because again, you'll never have to re-discover what it does or ever have to change it. It's always by definition write-only, so it's OK to write write-only code. Even 10,000 lines, if you're reasonably smart, you can do it. And that's already more code than in _any_ college assignement ever.
Move on to the real life and a 1,000,000 line project (which is actually a small one), and all the cool write-only hacks and the "it'll be manually tested at the end anyway" mentality you learned in college become a liability. You have to actually unlearn all the write-only habits that college taught you, and learn how to actually produce quality code.
Except in the game industry, by that time you've been overworked and underpaid to death, and the original enthusiams has worn off. You may have started with "woohoo, I'm coding cool stuff for the next great game, I'm so much cooler than those boring guys writing boring VB programs for a living", but in a few years you get to the point of, "fuck this shit, I could be writing one of those boring VB programs for twice the money and a tiny fraction of the unpaid overtime, if any." So you move on. And all that experience is lost to the industry, who then proceeds to hire another fresh enthusiast and watch him do "cool" unmaintainable hacks, and spend half a year introducing two new bugs for every bug fixed.
I'm sorry, but failure to retain talent and experience, _is_ a management failure. You can't just point the finger at the programmers and say "bah, it's those guys writing bad code", when that's the guys you've hired. And in fact, when you just got rid of those who had just learned how to do a better job. It's like buying an old Yugo and then complaining that it's not a race car. Well, that's the car _you_ bought.
2. I'm sorry, but if you pressure people into holding unrealistic deadlines and into working 80 hours a week, don't be surprised if they produce worse code. People (A) make more mistakes when they're tired, and (B) tend to do the quickest dirty hack when it's either that or working yet another Sunday. Writing well structured, scalable and maintainable code takes more hours than writing the quickest hack. Except usually noone gives you a deadline where you have the luxury to do the former. So if you want to do a good architecture, those hours will come o
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Bottom line, games have gotten WAY over-blown. The bar is set so high when it comes to detailed complexity that the big picture is completely neglected. After all, it's the quality o
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Interesting point, but it's not so simple (Score:2)
I've actually had the experience of using, well, basically a flowchart compiler back in the 90's. The problem is that the damn thing didn't scale. Oh, it was superb for making 10 line programs or functions. It was an absolute nightmare for anything, say, 100 lines
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Theory vs Practice (Score:2)
The only question is what would be a better tool. So far noone managed to come up with something visual that actually works better. So far all those visual tools worked worse.
So far the tools that _do_ work are more along the lines of doing the clerical work for you. E.g., that you can CTRL-click in
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Lol I just used that as a simple example, what I'm thinking about goes far beyond that one example. You're taking that example as the
So don't hire them. (Score:5, Insightful)
Then don't hire people from vocational schools. Hire those who have excelled through self-learning and those who took the education seriously at an actual university. People who just jump into a cheap vocational school do so because they either don't have the patience or qualifications to attend a university or the self-determination and drive to become self-educated. They're like all the people who jumped into IT a decade ago and ruined the market and the reputation, because it went from being a place for people who enjoyed technology and were thrilled to make a living at it to people who jumped into it because they needed to feed their five kids and they heard it paid more than teaching or digging ditches.
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But the vocational schools cater to those who either don't qualify to attend or are to lazy to commit to
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That's something a good many managers/supervisors/financial investors don't understand, and end up collapsing their companies like a pack of cards when they "promote" away from their area of interest.
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This line strikes me as sour grapes, the way I hear it so often. Someone with that degree may have all the abilities and skills of the person without it, and the proven ability to do the things you have to do to get a degree.
A lot of self-taught programmers have a bad habit of learning things that are only interesting to them. Sometimes, you have to work on things that are neither exciting to you nor easy to do. If you get a degree in computer science, you've probably studied things tha
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A decade ago there were a lot of dumb business "ideas" that got funded by a lot of dumb investors. These businesses eventually failed as was inevitable. It had noth
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My company, for example, ties together ASP.NET, SQL Server, CRM, Sharepoint Portal Server and Windows Sharepoint Services, Office on the server (don't ask), and a
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"Our concern with for-profit institutions is that students may not learn the fundamental the tools for understanding and solving complex issues,"
Gee, I hope they never have to write a parser ...
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Sure enough, you are correct that there are plenty of people that get into it without knowing a thing about game development. But just as many go there knowing what
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A $
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Development, OOP, OOA, and SA can't all be learned in just two years. Not thoroughly, at least.
it is still fucking me over, everone asks for a degree when I could run circles around a person with a degree.
Or maybe it's your smug attitude that's keeping you out of all the prime jobs.
Humble up and learn to accept that there are people who know more than you. Maybe in time you will come to know what they know.
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Not
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HEY!
I resemble those remark's!
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Basically all i wanted to do was add some input into the discussion, if you really feel the need to attack me on my english skills then you really need to use that intelligence for something more constructive to the discussion. Your whole attitude is quite poor, more so then my English skills.
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Your discriminative statement (Score:2)
Your attempt at class warfare and discrimination is really sad. You are truly jealous and afraid of competition.
Useless (Score:5, Funny)
"Bring your A game" indeed. Why don't I synergistically ping my cheese with your bandwidth while I'm at it?
More liberal backgrounds? (Score:1)
More liberal backgrounds, indeed (Score:2, Troll)
No offense, but I think you should have concentrated a bit more on liberal arts before college entirely -- say, high-school English
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Thank you, Anonymous Coward, for helping us see the light.
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For example, I see commercials for some vocational school (like ITT, or it might actually be ITT) for their video game education track. Now this might seem like it's more focused and more desired in the field but from what the employers are saying is that these applicants are l
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I would be both amazed and scared if the "I can't believe we get paid to do this!" guys were actually hired by a studio. Which is worse: the fact that they portray the industry in such a manner, or that so many fall for it?
PhDs want junior programming roles? (Score:5, Insightful)
They all have such a drive for their research. All they want to do is conquer their current topic of research and make scientific progress. I cannot imagine any of them wanting a job like this (EA's treatment of staff, namely 80 hour weeks with no overtime pay, aside).
Cheap slave labour that doesn't know better (Score:2)
I slave full time but still study for a BSc part time and, as I've been at the school for longer than your average undergraduate, know quite a few PhDs, Professors, and the like.
Sounds like you are just what the recruiters want. Cheap slave labour that doesn't know better.
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There is actually some fascinating research that can be done in game design (graphics, computer music, discrete math, HCI, modeling, etc.)
Whether these companies will allow employees to pursue that research is another question entirely.
Like grad. school? :)
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As for the Computer Games as a tool for research, I know about AI (it is my field of research for my PhD). Take a look at ORTS [ualberta.ca], the Excalibur project [ai-center.com] and SOAR [umich.edu]. All of them are research projects from Universities using computer games (virtual environments, etc) to research some Art
What they want (Score:1, Offtopic)
The Problem Is With The Students (Score:2)
I attended a private school with a game program and the kids enrolled were the most misguided group I have ever seen. Almost all wanted to "make games" as in, design a game based off their awesome idea. Well sorry to tell you, that is not going to happen outside of college for 99.9% of people. The other 0.01% end up adapting their idea to a mod, a flash game, or maybe even
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In fact, there is a 100% chance that they can.
There is a 99.9% chance they won't get paid while developing it. That is a different issue.
Each person in that class should have encouraged to start there own business.
Almost noone knows the 'ugly details' of any industry they want to go in when they enter college.
The best way to get a job in the gaming industry is through social networking.
"You can
Re:The Problem Is With The Students (Score:4, Insightful)
Each person in that class should have encouraged to start there own business.
They should be in business school if they want to do that now shouldn't they be?
I never said ugly details, I said they dont have an understanding on what it takes to make a game. An ugly detail would be something like crunch time or something, not and understanding of the industry you want to work in.
True
or Harvard business majors.
Want to make key decsions? be a business major.
However,, I like the start your own business approach myself. Just wish someone had taught me that 25 years ago.
You should start with a point and reinforce with details to get the point across. Ranting or whatever this was certainly did not cut it. I know it comes across negative, it probably is, but it is more of a tip for future discussions.
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What he said makes sense to me. If you want to make a specific game, start a company. Big games are expensive and no established company is going to let a person fresh out of school do anything important like design their next game. Therefore, if you have a very specific game in mind, your best bet on getting it
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Though that is asking to much from anyone who wants to make a game and has to go that route. As if making a game is not hard enough, you need to start and manage a business in order to do so? Ouch!
So, let me ask you, what would you advise a high school senior has a great game idea and wants to make it. Should they go to school for game design or for business in order to see that dream realized?
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If you have an idea for a game right now then you should look into making the game design document and once that is complete putting up fliers around school for artists/musicians/computer programmers and hold interviews (of course if you have friends that can do these to your standards more power to you)
Since they're still in school they'll be facing the same problems as you with
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Beta - Q/A testing is a good place to start... (Score:2)
This pretty much goes for any software company worth its salt. Starting in beta or Q/A testing is a good way to go, however. First it teaches you to express exactly what's wrong with
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So, let me get this straight.
A bunch of geeks go to school to learn how to make games.
You criticize them for not knowing how to make games.
Well, duh! Isn't that exactly why they went to school in the first place?
They want experience on video games (Score:3, Interesting)
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Of course, nothing is perfect. 95% of everyone working on video games lost their jobs in the first crash.
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1. This is not true for artists. If you can draw really well, you can usually get a job. You have to be top 5%, but entry level generally requires no specific game-artist background.
2. For programmers, your first step into the industry is often a game you've written in your spare time. Unlike many other jobs where there's a chicken/egg problem, in videogames, you can make your own egg.
3. For the designer/producer route, you general
They want free talent. (Score:3, Insightful)
They want programmers who already know whichever technology they happen to be using on the current project. Kids who are willing to work 80 hours a week and don't cost them any real training time. By the time technology changes the title will have shipped, the coders will be burnt out, and they can be replaced with fresh grads so no raises are required.
They want masters or phd students in computer science willing to work in entry level positions. Someone to bring them new technology and ideas without spending time on R&D or even staying current with academic research or other industries.
They want to very best artists they can find. Provided these artists already know how to create content in their format of choice, have a portfolio that matches the style of the game, and are willing to work just as long as the programmers.
What they do not want, and usually can not afford, is to actually train, research, or develop innovation in house.
What a load of bullshit. (Score:1, Interesting)
1) Graduates are a cheap and renewable source of grunt workers. Peons, if you will (for the Horde!). Looking at that list of requirements, I'm shocked. All they will use a new graduate for, in general, is the usual and mundane runner work. As long as you can string a few lines of code together, and step through someone else's code to debug it, you can do the job.
2) I've watched this cycle happen again and again. New graduate joins, is elated to have a job at (Z
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Starting your own company might not be a bad idea. It doesn't seem to difficult to get your games on download.com or other numberous PC gaming sites. D&D type games were really fun to download from those sites. Look at how some of them grew.
At least (Score:2)
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Thank you. The company I work for has been trying to hire a new programmer for months and we've yet to find a single person who can do even basic 3D math.
Amen. (Score:1)
It's the simplest linear algebra there is, and yet I've still encountered numerous game programming interviewees who couldn't answer the most rudimentary dot product question.
If you really WANT to program games, you need to LEARN these things. It's not that hard, and if you think it is, you belong in a different career.
They want (Score:2)
We simply need talent (Score:3, Interesting)
I work for a large game development studio. The slave labor approach only works for low innovation products. There are definitely studios that make those sorts of games, but even with aggressive overtime an inexperienced workforce will never return a superior value:cost ratio to warrant such an approach. We just finished managing a team of over a 100 people. We were trying to innovate, but such a large team made us too slow. Every new junior person we added after about 80 people probably lowered the overall
Noobs who have Ideas they can steal^h^h^h^h use (Score:2)
Left something out. (Score:4, Informative)
"We are most likely to hire someone who has a BFA or MFA from a traditional art college and a BS, MS, or PhD in Computer Science for our entry level artist and software engineer positions."
But not the line right after:
On the other hand, Baker comments that although "the idea of 'Game Schools' is still a relatively new aspect to the industry" which leaves the answer to whether they provide enough relevant experience a little "unclear" she feels that "schools like Guildhall [at SMU] and Full Sail have merit."
Honestly with the Bias that many traditional school graduates have against these schools and the type of discussion that this type of article starts, this is a very important thing to leave out. The snippet that was pulled out implies a completely different perception of these schools by the industry then the article describes.
Experience. (Score:2)
PhD for entry level software engineer position ? (Score:2)
The skills that matter (Score:1)
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While you can say, "DigiPen's been around for twenty years", or something like that, the same doesn't hold true for most games programs out there. For many schools around the country, having a "games program" is seen as a recruiting tool, and a way to bolster flagging CS enrollment ('cos no department likes to lose students). The same youthful lack of experience that makes 18-year-olds volunteer for the infantry dr
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The main things game companies want, as I see it, are people who are good problem solvers and
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Me Me Me!! (Score:2)
What? you do not sponsor international students?
bummer... I guess you are similar to all the other game devel companies I have applied. Next luck next time.
This isn't completely true. (Score:1)
Most people here have Liberal Arts degrees. We handle our own recruitment, no thank you, THQ Recruiter Lady.
Sally forth! (Score:1)
Correpsondence School Manager: No, key punches haven't been used since the mid '70's. Computers are all keyboards and online storage since then.
Sally: No key punch operator? Ok. Well, ummm.
Manager: Nope, DVD players now.
Sally:
Manager: Nobody repairs DVD players, they're like $20 now.
Sally:
What game companies want (Score:3, Interesting)