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#educating the next generation – @askagamedev on Tumblr
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Ask a Game Dev

@askagamedev / askagamedev.tumblr.com

I make games for a living and can answer your questions.
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Anonymous asked:

A friend of mine wants to become a game designer without learning any other disciplines in game dev, he seems very sure this is possible but his confidence comes off as "idea guy" to me. I like thinking about design as well and how it could all fit together cohesively but I'm worried he's setting himself up for failure by not learning another discipline to go along with it. Am I correct in this thought or am I being an jerk?

It mostly depends on what kind of design career your friend wishes to pursue. Generally speaking, having at least some understanding of other disciplines is very helpful for a designer. If a designer doesn't understand the technical and asset constraints she's working with, it can make for a lot of wasted work. My grand idea of a huge battle between massive armies is mostly impossible if the engine can only handle 12 models animating on screen before the frame rate drops.

If he wants a career in AAA games, he will need specialized expertise. That might mean working on combat, quests, cinematics, narrative, itemization, UX, enemies, levels/environments, or any of a number of other specialties. These specializations don't necessarily require external disciplines like programming or artistic skills, but they do require some pretty specific skills all their own. A cinematic designer doesn't need to understand how to code but does need to learn how to use tools like Source Filmmaker to stage and block cinematics. A level designer doesn't need to create the individual assets, but will need a rock-solid understanding of how the placement of objects and division of space can create places that are intuitive for players to navigate.

If he wants to go into the indie space and work with an extremely small team, he's going to need to wear a lot of hats. Indie devs can't just come up with the ideas for the rest of the team to build them out; there just aren't enough people to handle that kind of workload. At the very least he'll need to create his own assets and/or write his own code. Small teams generally can't afford to have single-discipline specialists, so multidisciplinary generalists tend to succeed in this space. If you look at any indie game, you'll generally see a small team of a handful of devs who are each responsible for a huge amount of different kinds of work.

If your friend is looking at a career in game design, he only needs to be multidisciplinary if he's going the indie/small team route. There's just too much work to be done without enough hands to do it within a small team. If he wants to work in AAA game dev, he will need to demonstrate that he has significant expertise in his chosen design specialty in order to put himself ahead of the hundreds of other candidates competing for the same job. In both cases, employers will want to see examples, either professional or amateur, of game design work that the candidate has done. I wish him (and you) the best of luck.

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This is for a school project, I just have a few questions. 1. What do you do as a game dev? 2. How did you discover this job and what made you want to do it? 3. How much do you get paid as a game dev? 4. How many hours a week do you have to work? 5. Was a specific class or special schooling need for your job, if so what was it? It would be great if you could answer these questions for me. Thank you.

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Sure thing. Here are my answers.

1. What do you do as a game dev?

I am responsible for creating the rules for the game I am working on. These sort of rules are often things like:

  • How high can Mario jump? 
  • How far can Mario jump? 
  • How fast can Mario run? 
  • How long does it take for Mario to reach that speed from stop?

Establishing such rules allows us to build the game taking these rules into account. If we know how far Mario can jump, we can make gaps that are easy, hard, and even impossible for Mario to jump. We can create levels that have different paths for players to discover by jumping properly. We can place power-ups in easy, hard, or impossible to reach places. Having rules allows us to create fun ways to play within those rules.

2. How did you discover this job and what made you want to do it?

When I was a child, I played video games for the first time and thought they were wonderful things. I had so many ideas for games the games I played that I thought were super cool, and even ideas for games that didn’t exist yet. Then I found out that there were people whose job it was to make these games and I thought “Wow, that’s what I want to do!” so I went to school, studied hard, and eventually got to do it.

3.  How much do you get paid as a game dev?

It depends on what kind of game dev you are. Most game devs are either programmers, designers, producers, artists, or testers. Programmers usually start off being paid more, testers usually start off being paid less, and the other fields are usually somewhere in between. As you get more experience and level up as a game dev, you usually get promoted and paid more. When I started my very first job, my company paid me $42,500 per year. You would probably get more than that if you started today.

4. How many hours a week do you have to work?

Most of the time I work eight hours a day for five days per week. Sometimes there is just too much work to do and I need to work extra hours. This is called “crunch time” and can usually be anywhere from one extra hour a day to many extra hours. Most game dev studios try to limit crunch time from happening, but it does happen - usually when we are very close to finishing the game.

5. Was a specific class or special schooling need for your job, if so what was it?

Most game developers need a college degree. Artists need a portfolio that shows their skills. Programmers need schooling in computer science. Designers need training in game design - playing games and analyzing them to figure out what the rules are and why they were used in that way. There aren’t any specific must-have classes or degrees that someone needs to get this job, but a university education is very helpful in general.

I hope this helps!

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

I’m 21 years old and am about to sign a 5 year and 34 week contract to be an IT specialist in the US army. Would this be good on my resume to get a job in the video game industry? I could take online game art classes from Full Sail University from my military benefits. Should I go in the military path or stay at my parents house and learn everything from YouTube?

The first thing I always have to ask somebody who tells me he or she wants to get a job in the game industry is “Doing what?” There are a lot of different roles that we need filled in order to build games - [programming, designing, arting, producing, testing, etc.] and they each require a specialized set of skills to be useful enough for us to pay you to do that thing. We don’t just give jobs to people who really really want them, we have a bunch of work that we need to hire people to do and my number one concern as a hiring manager is whether a candidate can do that work.

If you are going to be an IT specialist in the army, then presumably you’ll be bringing IT specialist skills to the table. If that’s the sort of job you want to do in the game industry, then go for it. We’d be glad to have you. Games are technology-based, we need people to keep our networks and workstations running smoothly. However, as an IT specialist, you probably wouldn’t have any input at all in the development of an actual game. We don’t ask our IT specialists for input about combat, itemization, or stories, we ask them for input about networks, hardware, and software licenses.

There’s nothing wrong with going into the Army to help pay your way through college. It’s a totally viable path moving forward, and I thank and salute you for your (potentially impending) service. However, you need to figure out exactly what it is you want to do if you want to work in this industry. Then you need figure out how to acquire the skills needed to do what you want. Maybe that’s your major in school or maybe it’s some tech you could learn. The Army is a great way to pay for the costs involved with skill acquisition. But it all hinges on figuring out what the goal is first.

Further Reading:

The FANTa Project is currently on hiatus while I am crunching at work.

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Anonymous asked:

I am currently looking into university courses that would help me get into the games industry. The two that have grabbed by attention are Computer science, and Games software development. Both courses have the same entry requirements and cover largely the same things. Which would be seen as more appealing from an employers perspective?

If you want to be an engineer, most hiring managers look for a solid background in Computer Science more than a degree in something like “Games software development”. Computer Science as a field is more widely accepted and understood across universities worldwide, while nobody is really sure what “games software development” might entail. There’s a lot of accepted concepts and practices taught at the university level in Computer Science, while most concepts and practices in game development really aren’t taught that well in schools.

That said, for most hiring managers your coursework is just a line on a resume. We don’t really care what classes you’ve taken. What we really care about is three things:

  • Can you do the job?
  • Can you work with the team?
  • Is this the job you really want?

That means that, unless you can show us how your classwork helps answer one of these questions, we really don’t care. If you want to appeal to a game studio as an engineer, you’ll learn your fundamental computer science principles, probably your vector math, and you’ll be able to show us projects you’ve done that show us that you can do the job you’re applying for.

Further Reading:

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The Top 10 Best Online Resources to Give You a Creative Edge

Let’s be honest – the cost of education at a private art school is highway robbery. Even this feature from five years ago shows how the thousands of dollars of debt a student could potentially rack up chasing their dream of working in animation, VFX or games is getting out of hand. And what if you’re already a working professional who is juggling production schedules, family life and trying to stay on top of all the latest techniques and tools?

The following 10 resources are meant to help you improve the skills you’ve got under your belt and maybe learn some new ones. These are the most flexible options that won’t force you to refinance your house in order to afford them. They are presented in no particular order and are not sponsored in any way.

Computer Graphics Master Academy 2dclassroom.cgmasteracademy.com

Focusing primarily in 2D fundamentals, CGMA offers a variety of classes ranging from Analytical Figure Drawing, Character Design for Production and Environment Design. Because the instructors are current working professionals with years of experience, the materials presented are specifically targeted for animation and feature film productions. Lectures are delivered via pre-recorded videos while weekly live feedback reviews let you know how your progressing. Tuition: $699 for 10 week class.

Motivarti motivarti.org

Motivarti is somewhat unique in this list. The program offers an exclusive one-on-one mentoring experience with an entertainment industry professional focusing on visual development, story and character design. You are required to submit a portfolio and application before the mentors select their mentees. What’s great is that if offers continual engagement with an instructor who can guide, advise and shape your learning experience. Tuition: $595 + application fees for three month program.

Skillshare skillshare.com

Certainly the most varied of all the learning options, Skillshare is also the cheapest. The online membership service currently offers access to 2023 online classes with topics including business, introduction to adobe CC, film theory, screenplay writing and presentation skills to name a few. Fair warning, the instructors are not all industry professionals so you might have to dig a little to find the class that’s best for you. Fortunately, if you’re just trying it out, it won’t burn a hole in your wallet. Membership: $10/month or $8/month (if you purchase a year pass).

iAnimate ianimate.net

An intense bootcamp for animation, iAnimate offers workshops for feature animation, film animation, game animation and creature animation. Additionally, you can supplement your animation knowledge with workshops dedicated to lighting & compositing, motion capture, rigging and modeling in Maya. With the widest range of available rigs of any online school and classes taught by instructors currently working at major studios, iAnimate will test your animation chops and is guaranteed to improve your skills. Demo reels must be submitted to be considered. Tuition: $1698 for 11 week animation classes, $999 for 11 week rigging, lighting, mo-cap and modeling classes.

Animation Mentor animationmentor.com

The original online animation school founded by animators Bobby Beck, Shawn Kelly and Carlos Baena, the biggest pro to the AM option is the thriving community and support network. You will learn as much or more from the extensive AM community while learning from the best animators in the business. AM offers some strong, yet recognizable rigs for character animation and creature animation as well as a Maya springboard class for the uninitiated and a storyboard fundamentals class. Tuition: $2499 for 12 week class. The total character animation program will run you $14,994 before fees.

Schoolism schoolism.com

A la cart learning at its finest. With Schoolism, you can choose to pay for a yearlong subscription for a single class, pay $1 to switch classes OR pay a little extra for select classes to get video feedback from the instructor. Focusing more on visual development topics like light & color, creature anatomy and character design, you can also check out interviews with some of the most noted artists in the business for free. Tuition: $144/year with $1 change of class fee.

AnimSchool animschool.com

In addition to a robust character animation course, AnimSchool also has a strong 3D character program that teaches you the craft of character modeling and rigging. Learn how to incorporate appeal and strong design from the modeling phase all the way through posing in animation. For more advanced students, you can pick up Zbrush modeling, rigging automation and tools development as well as environmental modeling. Tuition: $1800/11 week term

Digital Tutors digitaltutors.com

Our pick for the best bang for the buck. With over 2300 courses, the ability to track progress, downloadable project files, offline viewing and new courses added almost daily, Digital Tutors is by far the most well rounded option out there. While it may not offer live feedback like some of the other sites, it gives you the most flexibility in terms of how and when you want to learn a topic. DT also offers courses on Game Development and CAD and allows you to learn either by subject or by software. We can’t recommend this one highly enough. Membership: $29/month or $49/month with offline viewing and project files.

Lynda lynda.com

By far the largest repository of educational content on this list, Lynda offers access to over 12,000 videos in just 3D+Animation alone. Be careful though, you might find yourself picking up some web developer skills along with some business fundamentals if you go too deep down the Lynda rabbit hole. A little more on the drier side, the academic approach to topics gives a thoroughness that’s hard to beat. Membership: $24.99/month

Gnomon Workshop thegnomonworkshop.com

An offshoot of the Gnomon Workshop which we detailed in our “brick and mortar” article, the Gnomon library features a collection of every fantastic DVD lesson from over the years. Incredibly detailed, advanced level courses provide insight and inspiration from masters (like Iain McCaig) as they break down how they create some of the most amazing visuals. Membership: $59/month or $499/year.

FXPHD fxphd.com

Focusing on VFX, motion graphics, 3D and production, fxphd offers over 100 in-depth courses meant to improve your skills in a way that directly will improve your work. One of the only places that currently offers a VR bootcamp, you’ll be able to pick the brains of professionals in the private member forums as well. With additional insight provided on the fxguide.com website and through their regular podcasts, this is a great option for artists and technical staff looking for a skill boost. Standard membership: $350/10 weeks.

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askagamedev

@axl99 passed this link along to me, and I thought I would share it with my followers. I know I’ve been asked by a few about learning some elements of game development, and most of the art resources here are pretty good. Always be wary of what you’re spending your money on, but keep these places in mind - they have solid backgrounds and accreditation.

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Anonymous asked:

If I want to study a games development or computing course in uni, how much should I know before taking the course? Like, should I already be able to code etc?

There shouldn’t be anything stopping you from going into school without knowing a thing about game development. School is a place of learning, after all, so it should be the best place to get yourself started. I was personally only vaguely aware of how programming worked when I started university, though I had a strong science and math background, and I managed to get a job in the gaming industry when I graduated. I’ve known plenty of other developers who did so as well. Most courses will list their course prerequisites, so as long as you’ve taken those, you should be just fine.

The main issue about operating knowledge isn’t prerequisites for formal education. Everybody starts from zero. The main issue with operating knowledge begins when you start competing with others. The more operating knowledge you have, the more attractive a candidate you tend to be. Whether this is for grades, a research position, working as a TA, applying for an internship, or looking for a job, it’s generally a question of how well you know your stuff. While you’re in class, you probably won’t be competing for anything but a final grade. The operating knowledge requirements will really only kick in when you need to get someone to choose you over another candidate.

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Anonymous asked:

Hello! When wanting to program computer graphics for video game engines and such, you will need to know a lot of math and have a solid grasp of programming languages such as C++. Computer Science is a good degree for this, but what about Computer Information Technology? I'm currently getting a degree in IT. How does this degree fall short of CS when using it to get a foot in the games industry and in particular programming computer graphics? Thanks!

IT isn’t really about software development, it’s more about network maintenance and infrastructure. As such, IT’s main responsibilities are to keep the data safe and keep the network running. This means the IT department keeps all of the development computers up to date in their software, monitors network traffic, keeps the network secure, cleans and images new computers, and so on. The problem is that you don’t necessarily learn the fundamentals of software engineering or architecture from an IT degree - you learn how the computers interact with each other, but you don’t really focus on how that software is created.

If you want to be a programmer, at the basic level you’ll need to understand how programming solves problems - the concepts of iteration and recursion, coming up with a correct solution, and then improving that solution once it is correct. Remember that even if your solution produces the right answer, it might take up too many resources, or not calculate the solution fast enough, or might be too difficult for other programmers to easily read and understand. Beyond this, a good software engineer will have to consider the future and extensibility - will this solution work if the parameters change? Will it be easy to add handling for different types of data, or if the client needs it to do more? You’ll also need to be able to work with other programmers in such a way that the code you write will be able to work with theirs with minimal hand-holding.

A graphics programmer in particular will need a strong understanding of data structures, algorithms, performance analysis, and 3D math (particularly linear algebra). Most IT curriculums won’t go over this sort of material, so you’ll have to make up the deficit yourself if you plan on pursuing this field yourself. I suggest trying to take or audit those classes in particular while you’re still in school if you have the room in your schedule for them. If you can’t, there are a lot of books and internet information on those topics out there, but it’s some stuff that most people have questions about while learning. I’ve found that it helps a lot if you can mentally picture points, planes, lines, and rotations in 3D to learn this stuff.

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I don't normally push crowd funding efforts. I always try to keep this blog more topical in general. But I'd like to set all that aside for a moment to encourage all of you out there to take a look at this particular kickstarter. Reading Rainbow was one of those things, along with Super Mario Bros and Super Metroid that really affected my formative years. It encouraged me to find out the why and the how, and not just take someone's word for it.

Levar Burton wishes to bring Reading Rainbow to the web and to schools for free to encourage literacy, inspire, and teach young children all over the world. I think it's worth helping him accomplish that goal. 

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