A school can be helpful for other things, like making friends with potential future developers (connections are everything!), but for the purpose of learning game design, or learning about game development in general, it's a waste of money.
Don't get me wrong, if you've never had much experience with game making and game design at all, then maybe it helps you learn the ropes faster. If your main talent lies in modelling or programming, then a few courses would definitely help.
But game design can be self-taught, you just need plenty of practice.
-
. It will tell you right away what a designer really needs (creativity, being able to think outside the box, analyze problems, and the will to work a lot on your concepts until it's good. Math is also very much required).
Play other games and analyze them, as well as write reviews about them. You would be surprised how many video game reviews are really focusing on the gameplay, what works and what doesn't. Some of them talk about the story, bugs and presentation, but games are still games - it's all about the gameplay.
Of course, this could potentially ruin your gaming experience as eventually you'll only see the analyzing part in games. So don't do this too often, only to get used to the job.
Lastly, do learn some other things like working with editors/engines and how to make levels in them. Being able to implement your own ideas on your own not only is very satisfying, it is pretty much required. it helps you understand the game more, and you can test on your own more (as opposed to have the team setup a test environment for you).
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EDIT: For the record, it's not like most schools out there are worthless. Quite the opposite. You might learn a lot there.
I'm just saying that, if you're on a tight budget and can't really afford to not get a job after dropping out of the game school, then it's a huge gamble if your mayor is game design.
That's why I'm saying that, in order to play it safe, learn it for free on your own. But if money is not too much of an issue here, and you know what to do, then all is well.
As someone about to get their Master's degree in Game Studies: what this guy said. There's nothing here you can't teach yourself.
Edit: That said... connections are ridiculously important, and you make them at a uni. In that sense it's invaluable. If you have some other ways to 'get in', though, you'll be fine.
I am in a situation where Im lucky enough to be able to quit my job. gf just got a very well paying job and she supports my direction ... more than I'd ever expected from anyone. she's been amazing at planting the seed, and encouraging me. It was her idea and I, from where I come from, always felt like a career in anything games was not admired.. cool.. right.. idk I feel like thats where most of us come from. But these days its not true. anyway, yes.. my situation permits lol and .. I just went to an open house. Spoke with the executive director.. mike goodwine.. you know.. the same guy who worked on the cinematics of Soul Reaver: Legacy of Kain.. and had a hand somehow in some lord of the rings hacknslashers, tomb raiders.. meanwhile theres first to third place Blizzard voted art contest winners on a wall behind me! Add me on skype Grasso2012 and I'll send all the pics I took from the show. The entire experience was amazing, and they have tons of students interning WITH Blizzard! not to mention startups reaching out to the school for fresh students.. for that hands on experience. Connections are very real and I learned then, that the degree may not be necessary, but its cheaper than an associates, and a bachelors, and I already have my BS in psychology. Game design, intuitiveness, noob friendly.. is sooo important to me and psychology has helped greatly. Im on the hunt for that formula that makes games loved. Would take a class on game theory (just like music theory) to be introduced to how certain game styles appeal to certain types of people.. and game design comes the closest. Spent a lot of time thinking about which major.. between animation, character development, environmental development, or game design. Seems im not too thrilled about how things look, until it comes to how a players actual experience comes into play. I get excited about how a new thing I've added works and players love it. Not so excited about how perhaps an archon doesnt have the fuzz anymore.. or how a tree moved like wind was blowing it. Cool but for how long? That's just me, other people could love that stuff.. I just seem to care more about the experience.
Little bit about me, Ive been editing here for about 4 years. I have a team of about 30 members and we chat daily, also started 4 years ago because I was completely lost. Now I'm the guy my members ask for testing, game changes.. when they need direction they come to me.. or they do things on their own but I've noticed an increase in them wanting my input and its a little flattering. But even better when my idea works out for their game :D I've got a bit of experience with photoshop. Ive made custom UI, Ive got the basics of CSS, HTML 5, and JavaScript from codacademy.com. Apparently Ill need to take classes in C# and get familiar with maya, unity, and another called Tile I think. I've tried animations in 3dsmax, yuck lol.. but I get it. I started editing in the terrain editor, like most, but I became the guy people go to for masterpieces. I've made several World maps for people and connected them and a couple others to my profile because they seem to be the most requested. My Axis of Chaos map was in the spotlight back when the "Spot Light" was a thing, became top played. I got excited, changed things, including the name, lost all my ratings, players lost their bookmarks.. tough lesson to learn :( but I feel pretty well rounded.
It is maybe a little off-topic, but since a few people here have some experience in a more professional frame: How versatile does one have to be to be a "game designer". Is this not a term that integrates level designers, item designers, mechanics designers, ... I am making up names here, but it is actually not like this? That people have their specialties and most of the time work on these?
My decision for my major is based on which are I care most about. I care about all aspects of a game, but I care less about appearances and more about the actual experience. That is also what excites me. My understanding is that all fields work together. There is a "chain of command" or "rank" system as well. Level, character, and ui designers, check with the game designer, who checks with the creative and art directors. I think I would like to be a creative director one day but I also understand that position comes with years of experience as a requirement. The clsses that I will be taking as a game designer include scripting, animations, perspective drawings, anatomy, modeling (as in character creation) and a ton of electives and self study. I really hope I get to take a course on ancient cultural symbolism. I mean what would the protoss be without their symbols? It just adds so much weight.
I start this September, in San Francisco. What are your thoughts?
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
A school can be helpful for other things, like making friends with potential future developers (connections are everything!), but for the purpose of learning game design, or learning about game development in general, it's a waste of money.
Don't get me wrong, if you've never had much experience with game making and game design at all, then maybe it helps you learn the ropes faster. If your main talent lies in modelling or programming, then a few courses would definitely help.
But game design can be self-taught, you just need plenty of practice.
-. It will tell you right away what a designer really needs (creativity, being able to think outside the box, analyze problems, and the will to work a lot on your concepts until it's good. Math is also very much required).
Play other games and analyze them, as well as write reviews about them. You would be surprised how many video game reviews are really focusing on the gameplay, what works and what doesn't. Some of them talk about the story, bugs and presentation, but games are still games - it's all about the gameplay.
Of course, this could potentially ruin your gaming experience as eventually you'll only see the analyzing part in games. So don't do this too often, only to get used to the job.
Lastly, do learn some other things like working with editors/engines and how to make levels in them. Being able to implement your own ideas on your own not only is very satisfying, it is pretty much required. it helps you understand the game more, and you can test on your own more (as opposed to have the team setup a test environment for you).
-EDIT: For the record, it's not like most schools out there are worthless. Quite the opposite. You might learn a lot there.
I'm just saying that, if you're on a tight budget and can't really afford to not get a job after dropping out of the game school, then it's a huge gamble if your mayor is game design.
That's why I'm saying that, in order to play it safe, learn it for free on your own. But if money is not too much of an issue here, and you know what to do, then all is well.
@TheAzureguy: Go
As someone about to get their Master's degree in Game Studies: what this guy said. There's nothing here you can't teach yourself.
Edit: That said... connections are ridiculously important, and you make them at a uni. In that sense it's invaluable. If you have some other ways to 'get in', though, you'll be fine.
You should talk with OutsiderXE. I think his experiences in the gaming world are very interesting.
@TheAzureguy: Go
I am in a situation where Im lucky enough to be able to quit my job. gf just got a very well paying job and she supports my direction ... more than I'd ever expected from anyone. she's been amazing at planting the seed, and encouraging me. It was her idea and I, from where I come from, always felt like a career in anything games was not admired.. cool.. right.. idk I feel like thats where most of us come from. But these days its not true. anyway, yes.. my situation permits lol and .. I just went to an open house. Spoke with the executive director.. mike goodwine.. you know.. the same guy who worked on the cinematics of Soul Reaver: Legacy of Kain.. and had a hand somehow in some lord of the rings hacknslashers, tomb raiders.. meanwhile theres first to third place Blizzard voted art contest winners on a wall behind me! Add me on skype Grasso2012 and I'll send all the pics I took from the show. The entire experience was amazing, and they have tons of students interning WITH Blizzard! not to mention startups reaching out to the school for fresh students.. for that hands on experience. Connections are very real and I learned then, that the degree may not be necessary, but its cheaper than an associates, and a bachelors, and I already have my BS in psychology. Game design, intuitiveness, noob friendly.. is sooo important to me and psychology has helped greatly. Im on the hunt for that formula that makes games loved. Would take a class on game theory (just like music theory) to be introduced to how certain game styles appeal to certain types of people.. and game design comes the closest. Spent a lot of time thinking about which major.. between animation, character development, environmental development, or game design. Seems im not too thrilled about how things look, until it comes to how a players actual experience comes into play. I get excited about how a new thing I've added works and players love it. Not so excited about how perhaps an archon doesnt have the fuzz anymore.. or how a tree moved like wind was blowing it. Cool but for how long? That's just me, other people could love that stuff.. I just seem to care more about the experience.
Little bit about me, Ive been editing here for about 4 years. I have a team of about 30 members and we chat daily, also started 4 years ago because I was completely lost. Now I'm the guy my members ask for testing, game changes.. when they need direction they come to me.. or they do things on their own but I've noticed an increase in them wanting my input and its a little flattering. But even better when my idea works out for their game :D I've got a bit of experience with photoshop. Ive made custom UI, Ive got the basics of CSS, HTML 5, and JavaScript from codacademy.com. Apparently Ill need to take classes in C# and get familiar with maya, unity, and another called Tile I think. I've tried animations in 3dsmax, yuck lol.. but I get it. I started editing in the terrain editor, like most, but I became the guy people go to for masterpieces. I've made several World maps for people and connected them and a couple others to my profile because they seem to be the most requested. My Axis of Chaos map was in the spotlight back when the "Spot Light" was a thing, became top played. I got excited, changed things, including the name, lost all my ratings, players lost their bookmarks.. tough lesson to learn :( but I feel pretty well rounded.
@Mozared: Go
I dont have any other ways to get in lol... Unless you know someone ;) lets get in touch.
@Hockleberry: Go
Link your person here and lets get this convo goin :D
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
It is maybe a little off-topic, but since a few people here have some experience in a more professional frame: How versatile does one have to be to be a "game designer". Is this not a term that integrates level designers, item designers, mechanics designers, ... I am making up names here, but it is actually not like this? That people have their specialties and most of the time work on these?
@zuPloed: Go
My decision for my major is based on which are I care most about. I care about all aspects of a game, but I care less about appearances and more about the actual experience. That is also what excites me. My understanding is that all fields work together. There is a "chain of command" or "rank" system as well. Level, character, and ui designers, check with the game designer, who checks with the creative and art directors. I think I would like to be a creative director one day but I also understand that position comes with years of experience as a requirement. The clsses that I will be taking as a game designer include scripting, animations, perspective drawings, anatomy, modeling (as in character creation) and a ton of electives and self study. I really hope I get to take a course on ancient cultural symbolism. I mean what would the protoss be without their symbols? It just adds so much weight.
Anyways those are my thoughts. :)
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya