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The obligatory "Guy (Not OP) thinks he knows more than industry folk" thread...

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Alski

I work for M$ marketing! Hi!
Cmagus said:
What do you look for in a new hire? Be it a student or self trained?

It's my honest belief, and feel free to disagree, that Design can not be taught. So when interviewing for design we simply prod to see if you 'get it'. That pretty arbitrary so I will explain.

When it comes to level design we like to see your previous work and have you talk about it. *We want to know why you designed the level the way you did.
*Why you have certain sight lines or the absence of them?
*Why you used height in certain areas and not others?
*How you came up with the flow of the level?
*Did you script the encounters and events?
*Why did you choose to pace the level the way you did and do you think that was the right way?
*What was successful and what wasn't?
Generally we need to dig into your brain to see if you fundamentally understand good level design or if you fumbled with it.

For a Mechanics or System designer we look to see if you understand gameplay.
We will ask about your favourite games (this will also let us know if your a good fit for the types of games we make);
*What do you think the designers did well?
*What do you think they could have improved?
*If you could add your own mechanic that would change the way the game plays for the better what would that mechanic be and how would you implement it?
*Have you ever played our games?
*Describe the core gameplay experience?
*If you could change one thing what would it be?
If we think they have a good understanding into what makes a good game we will send them home with a test. This goes for Level and Mechanic designers.

A JR position will mean the person we are hiring won't likely have anything published so its imposable to be 100% sure that they do have genuine skill or are good fakes... which is also why an interviewing process has several phases so that a group of people can assess potential talent.

Also most jobs when you start will have a grace period where if it doesn't work out... well you know the rest.
 

quaere

Member
minus_273 said:
what exactly are AI or VFS? googling for AI games is kind of useless and VFS is freaking virtual file system..
AI is the Art Institutes...with over 40 convenient locations! You can get a diploma from the Vancouver location (sorry, not authorized to issue degrees) for only $30,000!
 

Basch

Member
twinturbo2, don't let others bring you down. If video game development has become a passion for you, pursue it. The video game industry may be hard to break into and require a certain skill set, but the industry is on the lookout for creative talent that will help advance businesses and bring new ideas to the table. You may not be able to get the job you're looking for right a way, and may have to work your way up/prove yourself. Try to gain a grasp of some of the fields and departments involved in video game production. Some of which will be helpful to future game designs. The only recommendation I would make now is that, as others have said, since developers, typically, don't hire for strictly writers, the Game Design field may be the path you would like to look into. Design can encompass scripting and story creation.

I too am looking to break into the industry. Game Design being my field. I love writing and coming up with stories all the time. I also plan to learn some more of the general responsibilities of game designers as well: level documentation and ideas, actions and interactions, etc... I will also be attending a Game Design school. I am fully aware no higher level education is required to land a job as you only need to have the skills in demand, but it will be for the experience of working with a team, project management, and building a portfolio (among other reasons--Internship! hooray). This is an ever expanding field, if this gen wasn't enough to prove it. Regardless, it may at times seem impossible and the field has been know for large burn out, but stick to it and always remember the passion you hold dear.

Did I do it right? <_< >_> Seriously, though, I don't mind helping out. If you would like to stay in contact, you can PM me or shoot me E-Mails at NeoBasch@GMail.com. ;)
 

Teriyaki

Member
Cmagus said:
Well I know there is no saving this thread... and why would ya :p

But maybe we can lighten it up just a bit and make it a bit more helpful (and student friendly) with a quick and oh so popular question and some answers.

What do you look for in a new hire? Be it a student or self trained?


I don't know if we have recruiters on this forums (or HR) but lets here from artist's and programmers as well, maybe someone may benefit from this?

Or not :p either way, have a good night (or morning) everyone.

Peace

For me, at the design level, I'm looking for potential and fit for entry level hires. It's not always in that order and sometimes one overshadows another greatly.

For potential, I'm looking for things in your portfolio/resume that stand out and what your contributions were. In interviews, I want to get a feel for your thought process and career goals in order to see what the potential you see in yourself is. I'm also looking for other characteristics that would benefit the studio in the long run (e.g., leadership, communication, ability to learn, etc.).

For fit, I'd like to know if your skills are relevant to what we're going to have you do, your experience in working with teams, etc. I'd also try to picture how you fit in with the other personalities on the team. It's not, are you a team player? It's more like, can my team play with you on it?
 
element said:
my entire studio is nothing but specialist.
do they all believe "If someone showed me screenshots of MGS4 and said it was on PS2, I'd almost believe them"?


i kid, i kid.

I want to know what he think is wrong with specialists.

I'm in college for Illustration, i want to specialize in environment design/ concept art (which i know takes a long *time to even be considered for that type of position), but i still have learned video editing, and other things on my own that could and or will benefit me in the future should a situation arise. My main focus is still environmental design, that doesn't mean its the only thing i can do.

edit*
 

trilobyte

Member
Jon Shafer said:
Well, in spite of the great derailing of this thread, something I would like to mention for the sake of those still reading for its original purpose is that there's no single standard for how game companies work or hire. Small indie studios might need a few talented generalists with a strong passion while huge companies working on the next $50 million blockbuster only want specialists with years of experience. Someone might get in with no degree and a sweet mod while another guy makes it with a masters in CS and a third a certificate from a game school. The only common element is putting in the hard work and sticking with it. I think standardization would do the industry good, but for now there's still no clear-cut path in. I will say that networking can be hugely important though. For that reason I think the modding/community involvement route is great if you have the interest and dedication. You can work on some great portfolio pieces and you make a name for yourself with the developers of your favorite game(s)... assuming you do good work, of course, but that goes without saying ;). That combination can make you an awfully attractive hire, even with no degree or prior professional experience.

Jon

what about web-application devs who are game devs at heart but got lost along the way? :p :D
 

Caspel

Business & Marketing Manager @ GungHo
I want to throw this out there since the "dude" keeps throwing EA's name out there.

#1: During one of my tours through EA Vancouver for EA Community Days, there was a graduate from Full Sail that was interested in getting a job there. He had the expected online portfolio, experience with a few indie games, and became an instructor at Full Sail. Now, I can only speak on what I heard, but the lead designer mentioned that not too many graduates are hired at the studio outside of Q&A positions.

After that, I remember the Community Manager at the time stating that EA usually reworked their talent from other studios to get their products finished and that newly graduated students will either need extreme talent or need to know someone...

#2: A buddy of mine works at the EA Redwood Shores as a QA with no history of game design prior to being hired and I questioned him about possibly going to school to help advance at EA... his thoughts in a paraphrase... "No need to go to school, all I need to move up is experience since it will be a lot faster than paying to go to school for four years."

Thought I'd chime in with some advice, though of course, things may be different from each and every EA studio.
 

beat

Member
balohna said:
Looks nice. I was pleasantly surprised the video was as informative as it was.

I would quibble that I hate seeing Word doc links. I'd really prefer having the option to just read it in a regular web page. (But that said, and leading to what Jon Jones wrote ... your PDFs and DOCs should have your contact info, not just your name on them.)

Cmagus said:
Balohna, I think this article written by the crazy (but very talented) Jon Jones will help you a lot with how you design your portfolio, PLEASE give it a read - http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/
This whole article of his, and the linked other portfolio tips, are all excellent. The one about cover letters, though, maybe that's more artist specific.
 

Dartastic

Member
The most important advice I can give is to just believe in yourself, and figure out who you are and what you want first. You may not necessarily know what you want to do in the industry, but if you have a true passion for games you'll figure it out, regardless of what you actually wind up doing.

I'm in a similar situation, and I just got my very first VERY entry level job in the industry. I'm making a lot of sacrifices to make this work, but I know that if I work hard I'll make it happen. I truly believe that working HARD is the key to being successful in any field you choose, and nothing else. Good luck.
 

NewLib

Banned
This thread would honestly be like me (A 1L student) walking up to Ruth Bader Ginsberg and arguing with her over every aspect of the law and not admit that she might have a bit more experience and be better qualified to understand the legal field.

Brilliant.
 

Teriyaki

Member
trilobyte said:
what about web-application devs who are game devs at heart but got lost along the way? :p :D

I can tell you that facebook game apps are the new hotness if you want to get the ball rolling. How that will last, well...I don't know. :lol
 

trilobyte

Member
Teriyaki said:
I can tell you that facebook game apps are the new hotness if you want to get the ball rolling. How that will last, well...I don't know. :lol

but but but facebook is the devil in website form 0_o

heh heh j/k
 

Zoe

Member
trilobyte said:
what about web-application devs who are game devs at heart but got lost along the way? :p :D

If you're still in Texas, Pogo has an office in Austin now.
 
Duckhuntdog said:
Well there is your problem right there. My way or the highway doesn't work within a group of creatives and very few designers can even command that type of power. Compromise, listening, taking direction. I have found that to work and a key to success.

I don't know you, but the unfortunate truth is that opinions can be based on what you say on a message board. You may be a great person, you could work well with others, but you aren't SHOWING this.
I was mainly talking about this discussion.

Different hiring methods, different view on the word talent, I'm arguing from a different standpoint.

About hiring, I said those developers set up a program within the school that is pretty much a long interview process. They look into that school for prospects. Nothing wrong with that. It's a new idea and it's being put in practice.

As about talent, I really don't think anyone should put down someone who is interested in game development by telling them they shouldn't bother if they don't have it. Hard work and networking is the key to get into the industry, not talent.
 

bluemax

Banned
Iaido Sword said:
LOL!

I have an EA Lead modeler teaching me Maya.

I have the Hothead Studio Lead Designer teaching me about game design.

I'm connected with the game industry as I know all these industry leaders.

I'm in the game just by being a student there.

I take it you haven't seen the list of faculty or advisers for USC's Game Programming or Game Design schools. It is ever bit as impressive if not more so than your paper mill.

XiaNaphryz said:
:lol :lol :lol :lol :lol

I guess everyone at the office better put away the nerf guns, sell the foosball table, and stop joking around with random insults when something funny happens.

You guys have foosball? We have ping pong and a MAME cabinet, and NERF guns of course.
 

Mercutio

Member
Iaido Sword said:
As about talent, I really don't think anyone should put down someone who is interested in game development by telling them they shouldn't bother if they don't have it. Hard work and networking is the key to get into the industry, not talent.

Man... do we have to go back to the thing like 4 pages ago where you said you didn't believe in talent at all?

bluemax said:
I take it you haven't seen the list of faculty or advisers for USC's Game Programming or Game Design schools. It is ever bit as impressive if not more so than your paper mill.

Oh SNAP.
 

LAUGHTREY

Modesty becomes a woman
He's probably just some 19 y/o know it all who's really ignorant on how the world works. Accredited art schools have been a scam since their inception, you basically pay them for what you want to hear, then you get into the real world and find out you wasted your time and money when you could have been doing it in your underpants in your room.



Let's be really honest here, if you walk up to a developer and show them a degree from another random game design school, and the guy sitting next to you shows him all his mods, originals, and ideas and the dev likes them; who do you think he's going to hire?


A degree might get you in the door for an interview, but that's as far as it'll take you, and even then was it worth it? Any good dev will take someone who's good at what they do, no matter what kind of degrees they have or what colleges they went to.



If I'm completely off base here, It's because I'm just talking out of my (common-sense) ass.
 

jacobs34

Member
Why is this guy arguing about how to get into the industry with a forum full of people who are already in the industry?

Am I going crazy?
 

Althane

Member
Clearly, yes you are.

*is depressed by the fact that to get into the industry, it's probably gonna include a lot of boring testing...*

*rethinks job future*
 
bluemax said:
I take it you haven't seen the list of faculty or advisers for USC's Game Programming or Game Design schools. It is ever bit as impressive if not more so than your paper mill.
Don't get what you're trying to prove, but you seem to be on my side disregarding the obvious insults to my school.

Do you agree that these school's are a good place to get the head start into the industry or what?
 
I've been working as a game programmer for the last 6 months. (since I graduated from school) There are many ways to find a way that domain. Here are a couple of things I think helped me get this job.

-Studied in a program called "Digital imaging and media" (learned a lot about computer graphics, digital audio processing, computer vision, virtual reality, augmented reality, all the math background that goes with this, etc.)

-Did 4 internship related to this field, one of those was in one of Ubisoft studios, and I did 2 in a company working on tools to do video processing.

-Worked with OpenGL and a lot with Direct3D/DirectX API during all of my intership, programming mostly in C/C++.

Having any past programming experiences with other companies (related to gaming or not) really helps. Any relevant experiences looks better than only having a school formation I think.
 
Cmagus said:
But maybe we can lighten it up just a bit and make it a bit more helpful (and student friendly) with a quick and oh so popular question and some answers.

What do you look for in a new hire? Be it a student or self trained?

1) I barely pay attention to where they went to school. I look to see if they have any shipped games, but that's about it. If they have shipped a game (and they actually SAY what they did on it). I check the game out and look at their work.

2) Depends on the kind of designer. I usually break designers down into technical, and artistic. Technical being more bent to systems design, combat design, and artistic being bent more towards level design.

I rate designers on 4 criteria. Assuming I'm looking at a test that was sent in, I usually judge 3 of the 4, with the 4 being learned from the interview.

1. Pure creativity
2. Ability to work within constraints given to you
3. Ability to express ideas clearly
4. Are you a dueche bag -- I mean do you have social skills.

Most designers fail in either 1, 2 or 3. I mean really just having "ideas" isn't all that important. Working within your constraints is like 50% of the job to me. You can come up with crazy ideas all day long, but if you can't stay grounded in reality (keeping things like development time on your features in mind) then you're fucking useless.

One of the final things I like to test is the ability to think on ones feet, and adjust their designs on the fly. In the interview, for example, I'd take a system they had proposed, and tell them programmers are saying that's not possible, but they can do something similar. How would you change your design given that situation. If someone ever did that in an interview I'd probably cry tears of joy.
 

Dartastic

Member
Althane said:
Clearly, yes you are.

*is depressed by the fact that to get into the industry, it's probably gonna include a lot of boring testing...*

*rethinks job future*

Obviously then, you don't want it enough.

Also, look to the post above mine. Trust what this man says.
 

quaere

Member
Fun fact: Degrees from some Art Institute locations are illegal for use in Texas, because Texas does not recognize their accreditor. Claiming you have a degree from them is a Class B misdemeanor (granted no one will ever get prosecuted for this)
 
flarkminator said:
1) I barely pay attention to where they went to school. I look to see if they have any shipped games, but that's about it. If they have shipped a game (and they actually SAY what they did on it). I check the game out and look at their work.
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.
 

bluemax

Banned
Iaido Sword said:
Don't get what you're trying to prove, but you seem to be on my side disregarding the obvious insults to my school.

Do you agree that these school's are a good place to get the head start into the industry or what?

Yes and no.

I think going to a real university and getting a real degree is a better overall education and gives you more overall tools for succeeding in life.

I think the game degree paper mills might prep some people for games related jobs, but they kind of screw you if you end up wanting to branch out in any way. Without seeing their full curriculum I can't completely comment.

I majored in normal computer science, and minored in game programming and spent time in MFA Game Design Courses/around people in MFA Game Design courses. I would never recommend getting an undergraduate degree in anything games related. A minor? Sure but not a degree. Its just far too narrow and limiting.
 

balohna

Member
Iaido Sword said:
I was mainly talking about this discussion.

Different hiring methods, different view on the word talent, I'm arguing from a different standpoint.

About hiring, I said those developers set up a program within the school that is pretty much a long interview process. They look into that school for prospects. Nothing wrong with that. It's a new idea and it's being put in practice.

As about talent, I really don't think anyone should put down someone who is interested in game development by telling them they shouldn't bother if they don't have it. Hard work and networking is the key to get into the industry, not talent.
I don't know if you've read anything I've said in this thread, but I just graduated from your school. I've only been out for two weeks. 61 people attempted to graduate, 31 people did, and now 5 of them have jobs. The ones with jobs did not get their jobs from instructors. I had one instructor that was a producer at Backbone, which now no longer exists in Vancouver, but other than that the rest of my instructors are not in any position to hire. If the "Lead Modeller" or whatever you mentioned at EA is who I think he is (I choose not to say his name on here for privacy reasons), he does not do any hiring. He can put in a good word for you, but ultimately he's not the one making the decision.

Anyone with a lot of swing in a company probably isn't teaching on the side. The one guy from Backbone was the exception, and holy shit did he ever look tired 90% of the time. He also missed like 4 classes and didn't give us any assignments back until the second to last week.

EDIT: All five of those people are artists, none of them are designers. Three of them are character artists, which is a real kick in the pants considering we were told the whole time that it's hard to get work as a character artist.
 

Mercutio

Member
Iaido Sword said:
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.

Wow.
 
Iaido Sword said:
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.

You're right. If Flark's company were in Vancouver, his criteria for hiring designers would go right out the window, and he'd just hire grads from your school.
 

LAUGHTREY

Modesty becomes a woman
Iaido Sword said:
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.


Holy shit.

Look right at his tag sir, you might now them from one of the first cross platform XBLA/PC games. Kind of a big deal.
 

jacobs34

Member
Hey Iaido,

You are in a rather unique position to learn from the people here who had to work extremely hard and face many failures to get where they are today in the industry.

Perhaps you should swallow your pride a bit and listen to some of these people, they are not trying to attack you or your school, they are trying to help you.

I'm also a college student and I am trying to get into Sports Radio Broadcasting. Besides doing the school work and interning I spend as much time as I can getting advice from people in the industry, and no matter how crazy their advice may seem, I take everything into consideration.

Most of the people here would love to help you get into the industry, so perhaps you should post less and take some notes. Just a suggestion though, make of it what you will.
 

bluemax

Banned
balohna said:
Anyone with a lot of swing in a company probably isn't teaching on the side. The one guy from Backbone was the exception, and holy shit did he ever look tired 90% of the time. He also missed like 4 classes and didn't give us any assignments back until the second to last week.

Sounds like my Game Engines Instructor who was working while trying to ship Uncharted.
 

element

Member
which i know takes a long to even be considered for that type of position
Actually concept artist is one of those positions that pure natural talent can get you a job with zero experience. but I am talking, 'holy shit that is badass, i have a new desktop!' Now these people exist, but they are few and far between. I love going to the Art threads on OT and seeing what Sammy has cooked up recently. Conceptart.org will make you amazed and cry perhaps.
If you are interested in being an environmental artist, then find photos and try to recreate them. Give yourself guidelines and requirements (texture palette, texture size limitations, poly limitations). Something like this:
549_0005.jpg


About hiring, I said those developers set up a program within the school that is pretty much a long interview process. They look into that school for prospects. Nothing wrong with that. It's a new idea and it's being put in practice.
That is far from a new idea. IBM, Microsoft, and others have been doing that for years. Just because there are 'game schools' doesn't mean school based recruiting is 'new'.

Like many others have said. Those studios that you listed have a VERY high standard in certain departments. My good friend was a teacher at AIS and he had me come in a number of times to flat out tell students what I thought of their work. I broke some hearts, but the one thing that I have seen with many of these schools is 'I'm passing, I'm going to get a job!!' and that is just wrong. You really need to be excellent for people to notice you, especially in areas like animation and game design.

Hard work and networking is the key to get into the industry, not talent.
Yeah, an even more incestuous business.
 

Divvy

Canadians burned my passport
I didn't read through this entire shitstorm of a thread but I'm a bit curious about something. If anyone is in a position to answer, I was just wondering for the game design jobs, is portfolio more important or credentials?

EDIT: reading the above few posts, seems like my question has been answered
 

Somnia

Member
balohna said:
I don't know if you've read anything I've said in this thread, but I just graduated from your school. I've only been out for two weeks. 61 people attempted to graduate, 31 people did, and now 5 of them have jobs. The ones with jobs did not get their jobs from instructors. I had one instructor that was a producer at Backbone, which now no longer exists in Vancouver, but other than that the rest of my instructors are not in any position to hire. If the "Lead Modeller" or whatever you mentioned at EA is who I think he is (I choose not to say his name on here for privacy reasons), he does not do any hiring. He can put in a good word for you, but ultimately he's not the one making the decision.

Anyone with a lot of swing in a company probably isn't teaching on the side. The one guy from Backbone was the exception, and holy shit did he ever look tired 90% of the time. He also missed like 4 classes and didn't give us any assignments back until the second to last week.

EDIT: All five of those people are artists, none of them are designers. Three of them are character artists, which is a real kick in the pants considering we were told the whole time that it's hard to get work as a character artist.


......and the thread takes a twist against Sword
 

Teriyaki

Member
Iaido, humor me for a second. What will you do if you don't land a job in this industry? What will you do with the game-oriented degree you received from your school?

I'm not bashing the school. I'm just curious to see what your thought process is if you don't make it into the games industry.
 

Althane

Member
flarkminator said:
1) I barely pay attention to where they went to school. I look to see if they have any shipped games, but that's about it. If they have shipped a game (and they actually SAY what they did on it). I check the game out and look at their work.

2) Depends on the kind of designer. I usually break designers down into technical, and artistic. Technical being more bent to systems design, combat design, and artistic being bent more towards level design.

I rate designers on 4 criteria. Assuming I'm looking at a test that was sent in, I usually judge 3 of the 4, with the 4 being learned from the interview.

1. Pure creativity
2. Ability to work within constraints given to you
3. Ability to express ideas clearly
4. Are you a dueche bag -- I mean do you have social skills.

Most designers fail in either 1, 2 or 3. I mean really just having "ideas" isn't all that important. Working within your constraints is like 50% of the job to me. You can come up with crazy ideas all day long, but if you can't stay grounded in reality (keeping things like development time on your features in mind) then you're fucking useless.

One of the final things I like to test is the ability to think on ones feet, and adjust their designs on the fly. In the interview, for example, I'd take a system they had proposed, and tell them programmers are saying that's not possible, but they can do something similar. How would you change your design given that situation. If someone ever did that in an interview I'd probably cry tears of joy.

Interesting. That's promising. I tend to be creative in designs (just ask my poor professor last semester), I work OK with constraints (though I will voice dissent when I don't think a constraint is logical), and I.. well, okay, I'm not very good at expressing ideas clearly.

I try to avoid being an ass though. ^_^

Actually, I'm gonna mark this topic and re-read though all of it taking notes. You guys give good tips.
 
element said:
Actually concept artist is one of those positions that pure natural talent can get you a job with zero experience. but I am talking, 'holy shit that is badass, i have a new desktop!' Now these people exist, but they are few and far between. I love going to the Art threads on OT and seeing what Sammy has cooked up recently. Conceptart.org will make you amazed and cry perhaps.
If you are interested in being an environmental artist, then find photos and try to recreate them. Give yourself guidelines and requirements (texture palette, texture size limitations, poly limitations). Something like this:
549_0005.jpg


That is far from a new idea. IBM, Microsoft, and others have been doing that for years. Just because there are 'game schools' doesn't mean school based recruiting is 'new'.

Like many others have said. Those studios that you listed have a VERY high standard in certain departments. My good friend was a teacher at AIS and he had me come in a number of times to flat out tell students what I thought of their work. I broke some hearts, but the one thing that I have seen with many of these schools is 'I'm passing, I'm going to get a job!!' and that is just wrong. You really need to be excellent for people to notice you, especially in areas like animation and game design.

Yeah, an even more incestuous business.
ahh yeah the site run by the guys at massive black. been a part of the community for years, its my homepage :D. Those forums are a great place.
 
bluemax said:
Yes and no.

I think going to a real university and getting a real degree is a better overall education and gives you more overall tools for succeeding in life.

I think the game degree paper mills might prep some people for games related jobs, but they kind of screw you if you end up wanting to branch out in any way. Without seeing their full curriculum I can't completely comment.

I majored in normal computer science, and minored in game programming and spent time in MFA Game Design Courses/around people in MFA Game Design courses. I would never recommend getting an undergraduate degree in anything games related. A minor? Sure but not a degree. Its just far too narrow and limiting.
Just to clear up. They don't offer degrees at my place.

My program will give me a double major diploma.
I can't find the course outline online, but this is what they have in general.

http://www.wherecreativitygoestoschool.com/vancouver/programs/media_arts/game_art_design.aspx
 
Iaido Sword said:
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.

I'm a designer at Ready at Dawn, and I'm pretty sure I wouldn't give a shit what their involvement was with a school my criteria wouldn't change.
 

minus_273

Banned
Iaido Sword said:
You would if you or your company invested interest and are involved in the education process. I don't know which developer studio you're a part of, but it is different for those around my area.

dude you are acting like you went to MIT or something.
 

balohna

Member
Somnia said:
......and the thread takes a twist against Sword
I have mostly positive feelings about the Art Institute of Vancouver and I don't see myself having much issue getting a job within the next couple months. He's spouting a lot of BS though.
 

element

Member
I think the game degree paper mills might prep some people for games related jobs, but they kind of screw you if you end up wanting to branch out in any way. Without seeing their full curriculum I can't completely comment.
That is the biggest thing I feel sorry for many of these students who go to these schools is they have a degree or a certificate that they really can't use outside of games. Especially considering how much some of these schools cost.

ahh yeah the site run by the guys at massive black. been a part of the community for years, its my homepage . Those forums are a great place.
Little known secret is the forum is setup to find talent.

flarkminator is pretty spot on in terms of what to look for in designers. designer is such a conceptualized position. how easily and clearly can you articulate a game system or mechanic? how do you plan on dealing with the limitations of the hardware, the technology, man power, and time? Where are you willing to sacrifice and still make an interesting experience? One of my favorite questions totally loads people for failure, where I ask them what their favorite game was and ask them how they would improve it or ask what went wrong?
 

Althane

Member
flarkminator said:
I'm a designer at Ready at Dawn, and I'm pretty sure I wouldn't give a shit what their involvement was with a school my criteria wouldn't change.


Hey, hope you don't mind me asking, but what have you worked on in the past? (I'm just curious, since you seem to be a rather knowledgeable guy about the industry)
 

Somnia

Member
balohna said:
I have mostly positive feelings about the Art Institute of Vancouver and I don't see myself having much issue getting a job within the next couple months. He's spouting a lot of BS though.

Ya thats what I ment about this BS...not about the school
 
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