If you want to make games, don't do a game-design degree
In the Technology section from
today's Guardian, Aleks Krotoski discusses the current trend for British Universities to run game designing degree
courses. The industry has been encouraging Universities to run these courses, based on the reasonable logic that if
graduates are trained how to make games before they start work, development times will be much shorter. Aleks asks
whether this degree program is detracting from the spirit of creativity in the games industry.It's true that the technical aspect of games development lends itself to a classroom environment, but do game design courses teach students the essential creative element of game creation? Aleks reasons that other courses not directly related to games (she suggests History, creative writing or philosophy as alternate courses) may give graduates the inspiration required to move the games industry away from "hackneyed paradigms and established genres". The last thing the games industry needs is an endless cycle of mainstream games made by gamers, for gamers. A narrow model such as this leaves little room for innovation.











Reader Comments (Page 1 of 1)
SetupWeasel @ Feb 23rd 2006 4:11PM
While it may be true that a degree like history, creative writing, or philosophy (maybe not philosophy) might help you make better games, it will not help you get hired to make games.
Pam @ Feb 23rd 2006 4:25PM
Well, right now I'm attending the Vancouver Film School studying Game Design. I think the program is amazing cause one, we're being taught by people who have worked within the industry, or people who work in the industry and teach us at night. Their advice is invaluable. We learn everything: the creative process, how to make documents, 3D, audio, scripting... At the end of the program, we will have made our own game, well certain levels.
The success of the program has been proven; the first grads most of them, have gotten jobs before even graduating. I think our edge is learning about the industry and the methods which they use in creating games.
So don't knock the game design degrees! It depends where you go, and specifically what you're learning. Cause I know there are some crap ones, even around here...
Stagger @ Feb 23rd 2006 4:31PM
I have aspirations to get into game design, I checked out a few Game Design programs but decided to major in Computer Science, get a solid back ground in programming, take some liberal arts/elective courses in history, creative writing, etc. and then go to Guilds Hall or some graduate school to get a graduates degree. I read an article that suggested taking that path as a company would take someone with a strong Comp Sci background over someone with some XTREME GAME DESIGN degree.
But that's just me. And if it doesn't work out I still have a Bachelors in comp sci to fall back on if my dreams are shattered =(
Exo @ Feb 23rd 2006 4:33PM
Really, Setupweasel, is that why so many of the bigest game creators never studied game design?
I know lots of people who work at game companys, None of them learnd game design in school
Pam @ Feb 23rd 2006 4:36PM
And it's true, I agree in having some sort of other degree to fall back on.
I have a bachelor's in Comp Sci as well, so if all else fails in the next 8 months, I'll have that.
But come on, my homework is to play as many games as possible... It's awesome!!
Jirr @ Feb 23rd 2006 4:36PM
Lol
That is funny .....
I'm studing computer science for fullfill my dream to become a game maker , and now , they said that i need is a history degree ! ?
-------
Why the man in the pictures have a Rev control in hands ???
hmmmm .....
.ed @ Feb 23rd 2006 4:36PM
i think the longevity of a Games Design degree should also be pulled into question... VERY FEW people ultimately work in the field of thier undergraduate degree program after they graduate, so what looks better: a kid who majored in Games Design trying to get an IT, or management position, or a kid who majored in Software Engineering applying for same?
these graduates will not be taken seriously by any industry unless they are an absolute prodigy, and if they are, they would probably be more inclined to get a degree in management, software engineering, or another more universal and marketable field.
for example, my degree: Business Management, Organizational Behavior and Leadership
my job: IT Consulting for Lawfirms
my future plans: Project Management for a certain Japanese Software Firm
if i majored in games design, i could never have the job i have now... but both allow me to ultimately work in Games...
my advice, make yourself as marketable as possible from the start, with backup potential for when you realize they dont want you yet.
...yet
Jago @ Feb 23rd 2006 4:39PM
As someone who received a degree in Game Art & Design from an Art Institute, I can agree with what the guy is saying and it does make some sense.
HOWEVER...you don't need to go to a major university/college to learn about history, philosophy, creative writing, etc. You can learn some of this stuff on your own and/or take night classes at local community colleges.
If you do go to a school that offers some type of game art/design program...DO YOUR HOMEWORK on the school. Most of these schools are pretty pathetic b/c they are only offering it now b/c they can sucker in people for their money.
In speaking from an artist perspective (I know nothing about programming and find it rather borind as a matter of fact.)
In all honesty though (from an art stand point)...you don't NEED to go to an expensive art school or enroll in the art department at a university. If you are disciplined enough you can learn the software (Photoshop, 3dmas, Maya, SoftImage, etc.) and float around the web. There are in fact some great resources for getting your art critiqued (cgtalk.com is a good one.) Plus like I said before you can enroll in classes at Community Colleges as well.
Jago @ Feb 23rd 2006 4:42PM
Oh yea..."Game Design" doesn't ONLY mean programming btw. I don't know why people seem to think it only applies to that...there is more to game design then just programming.
Paul @ Feb 23rd 2006 4:59PM
I myself am a software engineer. I have aspirations to work on games, but am currently happy just programming automation software. I think game design and programming skill are very seperate things, though. I couldn't design a game to save my life, as much as I would like too, but give me a design and I'll get right to work on it.
I think to be best qualified for game design you should have a major in some sort of creative art and a minor(or competent experience) with graphic design and programming.
I think Shigeru Miyamoto himself started out as an artist.
dsub @ Feb 23rd 2006 5:06PM
I think it depends on where the course is being taught. I live in Columbus, OH and many state schools, that do everything by-the-book really don't encourage fresh ideas and stuff, they teach in a style that says you should mimic what has worked in the past, and not to question that. Basically, you are being trained to take someone else's idea for a game, and do the necessary work for coding and design wise as you are told.
However, there is another local school, CCAD (or Columbus College of Art and Design) that more so encourages taking your own ideas and thoughts for game design and teaches you the necessary essentials of how to use 3d modeling software etc. as well in order to get the job done. I don't go there, but I know a number of students that do, and as a high-school art teacher I always recommend my students attend university like this if possible, but any education is better than none, and to be honest...I don't think creativity can be taught, but at some schools, I sometimes get the idea that it isn't as encouraged as it is at other ones. The only things that can truely be taught are the methods through which the creativity is displayed (i.e. painting, or in this case how to use the proper software/coding techniques) the rest is up to the artist, or in this case, game designer to come up with on there own.
There is an issue with this though. It depends on what is more important to you...having a steady income by starting as a low-level designer, or getting your idea realized. In a sense, it is more difficult to achieve one than the other, and to be honest, one is near impossible to be achieved without doing the other first. Even more beyond this, it depends on what type of company you work for. You odds of having your idea realized, and getting control over a project are much higher if you work for a smaller company.
I worked for a small multimedia advertising firm locally, and every day we would go into a room dubbed the "idea room" where we would hang out, play video games, sit around and eat and just share new, fresh ideas. The majority were scrapped, but when one came along that sounded good, we all worked together to achieve the goal. This doesn't happen at larger companies very often.
This is why the majority of GOOD games out there are initially designed by a small studio, or a lesser known designer, and then picked up by a big name publisher after there ideas have become concrete things within a real workable game. Then, alot of times the publisher will pay the studio handsomely for the rights to the franchise. Then the publsiher exploits the title, pumping out sequel after sequel, while the small studio takes the money they got from the selling the rights, and uses it to fund more original projects. It's sort of a win-win situation. The only problem is, those original titles are so few and far between, that in the mean time we are left with sequel after sequel of played out titles.
Ocho @ Feb 23rd 2006 5:06PM
I'm totally going to this place:
http://video.google.com/videoplay?docid=3505951782174966240&q=game%20design
They clearly know what game design is all about.
matt @ Feb 23rd 2006 5:10PM
From the article:
"I am often asked what kind of course a prospective games designer should enrol in. While I have no personal experience of working in the industry or attending one of the courses, I tell people to get a degree in English literature, psychology, world religions, history, creative writing or philosophy."
Uh, so then why is this guy even given a forum to present his half-baked ideas about what drives entertainment technology and games?
His own examples prove him wrong. Katamari is an exercise in rigid body physics. the sims is (go figure) a time and event driven SIMULATION balancing thousands of variables. Both of these concepts fall out of a direct and intimate knowledge of the nature of tools.
By this author's reasoning the best painters should never have to pick up a brush.
The last thing any industry needs are pundits without technical skills who sit around making high brow concepts without any real understanding of what tools and technology can support. Engineers have plenty of forward thinking concepts, but they also understand the limits of technology. That's why they are actually able to produce products rather than sit around and "it'd-be-neat-ta" all day like this guy probably does when he plays games.
If engineers are less capable of imagining potential and being creative, then can someone explain to me why any innovation happens in the first place? Is there a secret corp of poets and art historians who are holed away at Microsoft and IBM that *really* pull the strings on product development? Please. This author is a complete fool.
Brian @ Feb 23rd 2006 5:20PM
"Why the man in the pictures have a Rev control in hands ???"
It was clearly pasted over a Diploma with a Red Ribbon.
Spiza @ Feb 23rd 2006 5:24PM
Any college student should take classes outside their core classes if they want to broaden their horizens.
Vincent @ Feb 23rd 2006 5:26PM
There is a similar situation in the graphic design field.
People who have no knowledge of art (let alone love or passion for it) are going to school for graphic design and entering the workforce as 'professional' designers--simply because, according to some courses, all that's required is rudimentary knowledge of Photoshop and Illustrator and Dreamweaver. And yet all they do is flood the Internet and other outlets with really, really crappy design. Consumers, though, are learning to differentiate 'real' designers from poseurs; they know, to an extent, what looks good, and what sorts of services should be rendered from their designers. It's therefore a survival of the fittest situation; good designers have great careers, while mediocre ones don't.
As such, I can see the point raised in the article. However, equalization is inevitable. While the industry may be flooded for a time with people calling themselves 'professional' game designers (who actually make pretty crappy games), discerning consumers know a quality product when they see it. If a game is good, it sells (at least, ideally).
And anyway, if the people that graduate from game design programs put out nothing but mediocrity, how different would that be from where the industry is today? Really good games are only a small portion of total games released.
Cone @ Feb 23rd 2006 5:51PM
I used to work with a couple guys that attended Digipen. They were a pair of the most arrogant kids I've ever met. I swear, they must teach "how to be an ass" there. Eventually, after the project, they were fired. And when a friend and I left the company to start our own studio, we made it a policy not to hire game school kids. And we're not the only studio that does that.
Jago @ Feb 23rd 2006 6:09PM
"we made it a policy not to hire game school kids. And we're not the only studio that does that."
That may be a bit extreme though. Some of the people REALLY good artists I went to school with at Ai here in Southern California have actually gotten jobs at some very big/respected game devlopment studios. Granted a couple of them actually knew the software and had art skills prior to going to the school, they still learned stuff and were very down to earth and friendly.
Dt7 @ Feb 23rd 2006 7:06PM
I'm on a Games Design course at COLLEGE. Here's what it entails.
Understanding the Media - A generic media unit which we have to pass. Discusses media audiences, how to attract these audiences, genre, narrative, and other basic factors of any media product, with a slight edge towards games.
Digital Graphics - Basic photoshop skills to get people up to speed, ended after 1 semester.
Games Design - Basic principles of games design to give people some background. Study of the games design process from conception to creation, looking at proposals, graphics, engines, audio, spatial design, etc. Also ended after 1 semester.
Narrative Structure - A sort-of generic media course, but made with some references to the games industry. Involves studying the narratives of games, their meanings, how designers achieve things, and stuff about basic stories from which all are derived. Also ended after 1 semester.
Digital Communication - Website design basically. Ended after 1 semester.
Games Engines - Discussion and teaching of engines, specifically the Unreal engine. Only had one lesson of this so far, but seems interesting enough. Focusses on level design, at the moment at least. Goes into AI, sound, interfaces and programming later on.
Video in Multimedia - Not sure why we're doing this really, other than the course is classified as 'Media' so we have to study a broad range of subjects. Basically camera use, editing skills, etc.
3d Modelling - Haven't had this one yet, starts tomorrow morning. We're going to be given a basic foundation for making our own 3d models and animations I guess, along with some artisic theory.
Later on in the course we're going to be doing loads of units, this is only into semester 2. One of the upcoming ones is Programming, probably going to be with some fancy name. I think we'll be studying c++, don't know up to what level.
So overall, this isn't just a course about programming and graphics, we're being taught about narrative and games as an industry. I can't speak for degree courses however, this is only a National Diploma course.
rudimentalist @ Feb 23rd 2006 7:22PM
I thought I wanted to take game design at my local community college, but all this managed to scare the hell out of me. Sounds like if you have a love for game design and even when you excel in it, you'll still be screwed because employers think only aspergers types are arrogant enough to take a game design program. I think I'll just work at Burger King and barely scrape by until the world blows up or something.
Jago @ Feb 23rd 2006 7:42PM
Is "COLLEGE" the name of the school? I'm not ragging on anyone but it drives...me...nuts when people say "at university" or "at college." Just say the name of the damn school. lol
I forgot to mention some other stuff...
Don't kill yourself in trying to learn everything. If you are interested in programming then do programming. If you are interested in game ENGINE programming then you will obviously need to know (at least) the basics of one of the 3D modeling/animation packages (3dsmax is the biggest for games.)
If you want to do say environments it would be smart to learn how to do concept art and textures. If you want to do model characters it would be smart to know how to concept them out (obviously) as well as knowing how to UV unwrap, texture and (for an added bonus) know how to rig/animate.
You aren't going to get a job at a studio doing ai programming, engine programming, gameplay programming, concept artist, texture artist, 3D artist, animator, etc. Does it look good on you if you are? Yea of course but ONLY if you are actually GOOD in those fields. Very few people actually know how to program, draw, model and texture.
The whole point of these schools teaching game art/design is so you find what best fits you. I couldn't do animation (didn't have the patience), couldn't concept (drawing skills were never really anything special), can't program (hate it & it's boring)...but I enjoyed environment creation and texture creation and I embraced it.
Sedeas @ Feb 23rd 2006 8:40PM
I went to Collins College out in Tempe, Az, and fled within the semester. Overpriced propaganda, is what the schools are. I'd say that 99.99% of all these tech schools and programs that offer Game Design are fundamentally flawed, considering that they force you to have no emphasis whatsoever, and thusly derive sub-mediocre product because they were only given a very short class on how to do it. Were they to break the program down into parts, and let people choose and build on their strengths, the process might just work. One of my biggest problems with the system is that they try and materialize some legitimacy because they offer a piece of paper. Knowing some routine or protocol to build a map frame is fine, but you need to be able to impart some creative life to it. And being processed through one of these programs will not grant you that ability.
The bottom line is, the vast majority of game designers came from areas that could be considered random. The best advice is still, as it has always been, is to get involved in the modding scene, and set yourself apart that way. Also, make sure youre in a well managed group. As good as you are, if you cant work under pressure and a timeline, this beloved industry is not for you.
Jago @ Feb 23rd 2006 9:00PM
LOL oh man...Collins College...I remember that POS place. I had friends who went there for their for the web design program (or whatever it was they called it) and it was a complete joke. Thankfully they already knew what they were doing BEFORE going there.
I went to UAT (UACT at the time) and that place was one giant P-O-S. I wasted almost 3 years of my life at that damn school trying to find what I wanted to do b/c their animation program was so disorganized I thought I wasn't going to be able to do 3D. Thankfully I left (and while the Ai programs are far from perfect) I had industry veteran teachers who helped me and friends who also helped me.
kilo113 @ Feb 23rd 2006 9:19PM
haven't read all yet, but yeah waht jago said is right..you don't need to go to an expensive school to learn how to use 3d software or even programming. if you're disciplined enough, just grab some good books or other materials(videos, whatever). also you can find plenty of support on the web, and sites like 3dbuzz.com, 3d-palace, and 3dtotal.com are a great, great resource for anyone new into 3d(or programming).
in the end, you're probably only going to get a job in games if you're good at some of this stuff, or if you've got a good degree or are jack-of-all-trades type guy.
InvadErGII @ Feb 23rd 2006 9:31PM
I'm currently a game design student, and I can honestly say that this really depends on the program. Our program is covering a lot more aspects of design than most programs, and I think I'll be a lot more prepared for it when I graduate. We're covering things like concept design and game design theory, and creativity is strongly encouraged.
The bottom line is that you're going to get out of a game design program what you put into it. The program may or may not limit this, but the primary source of education quality lies within the student.
jadenguy @ Feb 23rd 2006 11:39PM
i didn't bother to read the link, just the summary, but if one of the major arguments is that this degree will somehow stiffle creativity, that's silly because most other art degrees make lots of artists. you can take writing classes to better your writing form. sure they suggest creative excercises, but in the end, if you are in a writing course, you probably already had some creative sources of your own. if not, you probably took it for the credits.
Nmaster @ Feb 24th 2006 12:10AM
I'm currently studying Comp Sci over at NC State, although game design is what I intend to get into eventually.
I think a Master's Degree in Computer Science from a top engineering school looks a LOT better than a two-year degree from some tech school.
Jago @ Feb 24th 2006 12:52AM
They is very true Nmaster...it makes you more appealing.
I get the feeling that the word "Game Design" is being used to loosely...both on here with comments in this sotry as well as all these "me-too" bandwagon schools.
jabbertrack @ Feb 24th 2006 11:39AM
I got a degree and learned some programming languages with the goal of making games one day. Except that there is much more money and free time to be had outside of the games industry using the same skills so that is what I do. I enjoy playing games too much in my spare time to have to work weekends to meet deadlines.
Gonzo @ Feb 24th 2006 1:51PM
Ah yes.
I look forwar to the day when everyone will be able to make their own games in their spare time. Myself? My first task will be to make the Fear & Loathing in Las Vegas RPG I've always wanted to play.
dvideogamer @ Feb 24th 2006 3:12PM
Hey, Nmaster, I'm studying Comp Sci at NC State too with an ambition to go into game design. Anyway, I think this is an intresting topic. It is also part of why I'm a Ben Franklin Scholar (I'm majoring in engineering (computer Science) and Humanities (History)). I know Capcom mentioned that they value courses such as history, mythology, creative writign, philosophy, etc. I would think Computer Science is a must if you want to program games (I know Shigeru didn't have a comp sci major, but he is a very special case), but it is equally important to do thigns to keep up your creativity such as a humanities courses or just getting invovled in an organization involvign arts and humanities so your mind is open to new ideas.